visual_shader_editor_plugin.cpp 382 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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/io/resource_loader.h"
  33. #include "core/math/math_defs.h"
  34. #include "core/os/keyboard.h"
  35. #include "editor/editor_node.h"
  36. #include "editor/editor_properties.h"
  37. #include "editor/editor_properties_vector.h"
  38. #include "editor/editor_settings.h"
  39. #include "editor/editor_string_names.h"
  40. #include "editor/editor_undo_redo_manager.h"
  41. #include "editor/filesystem_dock.h"
  42. #include "editor/inspector_dock.h"
  43. #include "editor/plugins/curve_editor_plugin.h"
  44. #include "editor/plugins/shader_editor_plugin.h"
  45. #include "editor/themes/editor_scale.h"
  46. #include "scene/gui/button.h"
  47. #include "scene/gui/check_box.h"
  48. #include "scene/gui/code_edit.h"
  49. #include "scene/gui/graph_edit.h"
  50. #include "scene/gui/menu_button.h"
  51. #include "scene/gui/option_button.h"
  52. #include "scene/gui/popup.h"
  53. #include "scene/gui/rich_text_label.h"
  54. #include "scene/gui/separator.h"
  55. #include "scene/gui/tree.h"
  56. #include "scene/gui/view_panner.h"
  57. #include "scene/main/window.h"
  58. #include "scene/resources/curve_texture.h"
  59. #include "scene/resources/image_texture.h"
  60. #include "scene/resources/style_box_flat.h"
  61. #include "scene/resources/visual_shader_nodes.h"
  62. #include "scene/resources/visual_shader_particle_nodes.h"
  63. #include "servers/display_server.h"
  64. #include "servers/rendering/shader_preprocessor.h"
  65. #include "servers/rendering/shader_types.h"
  66. struct FloatConstantDef {
  67. String name;
  68. float value = 0;
  69. String desc;
  70. };
  71. static FloatConstantDef float_constant_defs[] = {
  72. { "E", Math_E, TTR("E constant (2.718282). Represents the base of the natural logarithm.") },
  73. { "Epsilon", CMP_EPSILON, TTR("Epsilon constant (0.00001). Smallest possible scalar number.") },
  74. { "Phi", 1.618034f, TTR("Phi constant (1.618034). Golden ratio.") },
  75. { "Pi/4", Math_PI / 4, TTR("Pi/4 constant (0.785398) or 45 degrees.") },
  76. { "Pi/2", Math_PI / 2, TTR("Pi/2 constant (1.570796) or 90 degrees.") },
  77. { "Pi", Math_PI, TTR("Pi constant (3.141593) or 180 degrees.") },
  78. { "Tau", Math_TAU, TTR("Tau constant (6.283185) or 360 degrees.") },
  79. { "Sqrt2", Math_SQRT2, TTR("Sqrt2 constant (1.414214). Square root of 2.") }
  80. };
  81. const int MAX_FLOAT_CONST_DEFS = sizeof(float_constant_defs) / sizeof(FloatConstantDef);
  82. ///////////////////
  83. void VisualShaderNodePlugin::set_editor(VisualShaderEditor *p_editor) {
  84. vseditor = p_editor;
  85. }
  86. Control *VisualShaderNodePlugin::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
  87. Object *ret = nullptr;
  88. GDVIRTUAL_CALL(_create_editor, p_parent_resource, p_node, ret);
  89. return Object::cast_to<Control>(ret);
  90. }
  91. void VisualShaderNodePlugin::_bind_methods() {
  92. GDVIRTUAL_BIND(_create_editor, "parent_resource", "visual_shader_node");
  93. }
  94. ///////////////////
  95. VisualShaderGraphPlugin::VisualShaderGraphPlugin() {
  96. }
  97. void VisualShaderGraphPlugin::_bind_methods() {
  98. ClassDB::bind_method("add_node", &VisualShaderGraphPlugin::add_node);
  99. ClassDB::bind_method("remove_node", &VisualShaderGraphPlugin::remove_node);
  100. ClassDB::bind_method("connect_nodes", &VisualShaderGraphPlugin::connect_nodes);
  101. ClassDB::bind_method("disconnect_nodes", &VisualShaderGraphPlugin::disconnect_nodes);
  102. ClassDB::bind_method("set_node_position", &VisualShaderGraphPlugin::set_node_position);
  103. ClassDB::bind_method("update_node", &VisualShaderGraphPlugin::update_node);
  104. ClassDB::bind_method("update_node_deferred", &VisualShaderGraphPlugin::update_node_deferred);
  105. ClassDB::bind_method("set_input_port_default_value", &VisualShaderGraphPlugin::set_input_port_default_value);
  106. ClassDB::bind_method("set_parameter_name", &VisualShaderGraphPlugin::set_parameter_name);
  107. ClassDB::bind_method("set_expression", &VisualShaderGraphPlugin::set_expression);
  108. ClassDB::bind_method("update_curve", &VisualShaderGraphPlugin::update_curve);
  109. ClassDB::bind_method("update_curve_xyz", &VisualShaderGraphPlugin::update_curve_xyz);
  110. }
  111. void VisualShaderGraphPlugin::set_editor(VisualShaderEditor *p_editor) {
  112. editor = p_editor;
  113. }
  114. void VisualShaderGraphPlugin::register_shader(VisualShader *p_shader) {
  115. visual_shader = Ref<VisualShader>(p_shader);
  116. }
  117. void VisualShaderGraphPlugin::set_connections(const List<VisualShader::Connection> &p_connections) {
  118. connections = p_connections;
  119. }
  120. void VisualShaderGraphPlugin::show_port_preview(VisualShader::Type p_type, int p_node_id, int p_port_id, bool p_is_valid) {
  121. if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].output_ports.has(p_port_id)) {
  122. Link &link = links[p_node_id];
  123. for (const KeyValue<int, Port> &E : link.output_ports) {
  124. if (E.value.preview_button != nullptr) {
  125. E.value.preview_button->set_pressed(false);
  126. }
  127. }
  128. bool is_dirty = link.preview_pos < 0;
  129. if (!is_dirty && link.preview_visible && link.preview_box != nullptr) {
  130. link.graph_element->remove_child(link.preview_box);
  131. memdelete(link.preview_box);
  132. link.preview_box = nullptr;
  133. link.graph_element->reset_size();
  134. link.preview_visible = false;
  135. }
  136. if (p_port_id != -1 && link.output_ports[p_port_id].preview_button != nullptr) {
  137. if (is_dirty) {
  138. link.preview_pos = link.graph_element->get_child_count();
  139. }
  140. VBoxContainer *vbox = memnew(VBoxContainer);
  141. link.graph_element->add_child(vbox);
  142. link.graph_element->move_child(vbox, link.preview_pos);
  143. GraphNode *graph_node = Object::cast_to<GraphNode>(link.graph_element);
  144. if (graph_node) {
  145. graph_node->set_slot_draw_stylebox(vbox->get_index(false), false);
  146. }
  147. Control *offset = memnew(Control);
  148. offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  149. vbox->add_child(offset);
  150. VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview);
  151. port_preview->setup(visual_shader, visual_shader->get_shader_type(), p_node_id, p_port_id, p_is_valid);
  152. port_preview->set_h_size_flags(Control::SIZE_SHRINK_CENTER);
  153. vbox->add_child(port_preview);
  154. link.preview_visible = true;
  155. link.preview_box = vbox;
  156. link.output_ports[p_port_id].preview_button->set_pressed(true);
  157. }
  158. }
  159. }
  160. void VisualShaderGraphPlugin::update_node_deferred(VisualShader::Type p_type, int p_node_id) {
  161. callable_mp(this, &VisualShaderGraphPlugin::update_node).call_deferred(p_type, p_node_id);
  162. }
  163. void VisualShaderGraphPlugin::update_node(VisualShader::Type p_type, int p_node_id) {
  164. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
  165. return;
  166. }
  167. remove_node(p_type, p_node_id, true);
  168. add_node(p_type, p_node_id, true);
  169. }
  170. void VisualShaderGraphPlugin::set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, Variant p_value) {
  171. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
  172. return;
  173. }
  174. Button *button = links[p_node_id].input_ports[p_port_id].default_input_button;
  175. switch (p_value.get_type()) {
  176. case Variant::COLOR: {
  177. button->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
  178. Callable ce = callable_mp(editor, &VisualShaderEditor::_draw_color_over_button);
  179. if (!button->is_connected("draw", ce)) {
  180. button->connect("draw", ce.bind(button, p_value));
  181. }
  182. } break;
  183. case Variant::BOOL: {
  184. button->set_text(((bool)p_value) ? "true" : "false");
  185. } break;
  186. case Variant::INT:
  187. case Variant::FLOAT: {
  188. button->set_text(String::num(p_value, 4));
  189. } break;
  190. case Variant::VECTOR2: {
  191. Vector2 v = p_value;
  192. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3));
  193. } break;
  194. case Variant::VECTOR3: {
  195. Vector3 v = p_value;
  196. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3));
  197. } break;
  198. case Variant::QUATERNION: {
  199. Quaternion v = p_value;
  200. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3) + "," + String::num(v.w, 3));
  201. } break;
  202. default: {
  203. }
  204. }
  205. }
  206. void VisualShaderGraphPlugin::set_parameter_name(VisualShader::Type p_type, int p_node_id, const String &p_name) {
  207. if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].parameter_name != nullptr) {
  208. links[p_node_id].parameter_name->set_text(p_name);
  209. }
  210. }
  211. void VisualShaderGraphPlugin::update_curve(int p_node_id) {
  212. if (links.has(p_node_id) && links[p_node_id].curve_editors[0]) {
  213. Ref<VisualShaderNodeCurveTexture> tex = Object::cast_to<VisualShaderNodeCurveTexture>(links[p_node_id].visual_node);
  214. ERR_FAIL_COND(!tex.is_valid());
  215. if (tex->get_texture().is_valid()) {
  216. links[p_node_id].curve_editors[0]->set_curve(tex->get_texture()->get_curve());
  217. }
  218. tex->emit_changed();
  219. }
  220. }
  221. void VisualShaderGraphPlugin::update_curve_xyz(int p_node_id) {
  222. 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]) {
  223. Ref<VisualShaderNodeCurveXYZTexture> tex = Object::cast_to<VisualShaderNodeCurveXYZTexture>(links[p_node_id].visual_node);
  224. ERR_FAIL_COND(!tex.is_valid());
  225. if (tex->get_texture().is_valid()) {
  226. links[p_node_id].curve_editors[0]->set_curve(tex->get_texture()->get_curve_x());
  227. links[p_node_id].curve_editors[1]->set_curve(tex->get_texture()->get_curve_y());
  228. links[p_node_id].curve_editors[2]->set_curve(tex->get_texture()->get_curve_z());
  229. }
  230. tex->emit_changed();
  231. }
  232. }
  233. int VisualShaderGraphPlugin::get_constant_index(float p_constant) const {
  234. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  235. if (Math::is_equal_approx(p_constant, float_constant_defs[i].value)) {
  236. return i + 1;
  237. }
  238. }
  239. return 0;
  240. }
  241. void VisualShaderGraphPlugin::set_expression(VisualShader::Type p_type, int p_node_id, const String &p_expression) {
  242. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id) || !links[p_node_id].expression_edit) {
  243. return;
  244. }
  245. links[p_node_id].expression_edit->set_text(p_expression);
  246. }
  247. Ref<Script> VisualShaderGraphPlugin::get_node_script(int p_node_id) const {
  248. if (!links.has(p_node_id)) {
  249. return Ref<Script>();
  250. }
  251. Ref<VisualShaderNodeCustom> custom = Ref<VisualShaderNodeCustom>(links[p_node_id].visual_node);
  252. if (custom.is_valid()) {
  253. return custom->get_script();
  254. }
  255. return Ref<Script>();
  256. }
  257. void VisualShaderGraphPlugin::update_node_size(int p_node_id) {
  258. if (!links.has(p_node_id)) {
  259. return;
  260. }
  261. links[p_node_id].graph_element->reset_size();
  262. }
  263. void VisualShaderGraphPlugin::register_default_input_button(int p_node_id, int p_port_id, Button *p_button) {
  264. links[p_node_id].input_ports.insert(p_port_id, { p_button });
  265. }
  266. void VisualShaderGraphPlugin::register_expression_edit(int p_node_id, CodeEdit *p_expression_edit) {
  267. links[p_node_id].expression_edit = p_expression_edit;
  268. }
  269. void VisualShaderGraphPlugin::register_curve_editor(int p_node_id, int p_index, CurveEditor *p_curve_editor) {
  270. links[p_node_id].curve_editors[p_index] = p_curve_editor;
  271. }
  272. void VisualShaderGraphPlugin::update_parameter_refs() {
  273. for (KeyValue<int, Link> &E : links) {
  274. VisualShaderNodeParameterRef *ref = Object::cast_to<VisualShaderNodeParameterRef>(E.value.visual_node);
  275. if (ref) {
  276. remove_node(E.value.type, E.key, true);
  277. add_node(E.value.type, E.key, true);
  278. }
  279. }
  280. }
  281. VisualShader::Type VisualShaderGraphPlugin::get_shader_type() const {
  282. return visual_shader->get_shader_type();
  283. }
  284. void VisualShaderGraphPlugin::set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position) {
  285. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  286. links[p_id].graph_element->set_position_offset(p_position);
  287. }
  288. }
  289. bool VisualShaderGraphPlugin::is_preview_visible(int p_id) const {
  290. return links[p_id].preview_visible;
  291. }
  292. void VisualShaderGraphPlugin::clear_links() {
  293. links.clear();
  294. }
  295. void VisualShaderGraphPlugin::register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphElement *p_graph_element) {
  296. links.insert(p_id, { p_type, p_visual_node, p_graph_element, p_visual_node->get_output_port_for_preview() != -1, -1, HashMap<int, InputPort>(), HashMap<int, Port>(), nullptr, nullptr, nullptr, { nullptr, nullptr, nullptr } });
  297. }
  298. void VisualShaderGraphPlugin::register_output_port(int p_node_id, int p_port, TextureButton *p_button) {
  299. links[p_node_id].output_ports.insert(p_port, { p_button });
  300. }
  301. void VisualShaderGraphPlugin::register_parameter_name(int p_node_id, LineEdit *p_parameter_name) {
  302. links[p_node_id].parameter_name = p_parameter_name;
  303. }
  304. void VisualShaderGraphPlugin::update_theme() {
  305. vector_expanded_color[0] = editor->get_theme_color(SNAME("axis_x_color"), EditorStringName(Editor)); // red
  306. vector_expanded_color[1] = editor->get_theme_color(SNAME("axis_y_color"), EditorStringName(Editor)); // green
  307. vector_expanded_color[2] = editor->get_theme_color(SNAME("axis_z_color"), EditorStringName(Editor)); // blue
  308. vector_expanded_color[3] = editor->get_theme_color(SNAME("axis_w_color"), EditorStringName(Editor)); // alpha
  309. }
  310. bool VisualShaderGraphPlugin::is_node_has_parameter_instances_relatively(VisualShader::Type p_type, int p_node) const {
  311. bool result = false;
  312. Ref<VisualShaderNodeParameter> parameter_node = Object::cast_to<VisualShaderNodeParameter>(visual_shader->get_node_unchecked(p_type, p_node).ptr());
  313. if (parameter_node.is_valid()) {
  314. if (parameter_node->get_qualifier() == VisualShaderNodeParameter::QUAL_INSTANCE) {
  315. return true;
  316. }
  317. }
  318. const LocalVector<int> &prev_connected_nodes = visual_shader->get_prev_connected_nodes(p_type, p_node);
  319. for (const int &E : prev_connected_nodes) {
  320. result = is_node_has_parameter_instances_relatively(p_type, E);
  321. if (result) {
  322. break;
  323. }
  324. }
  325. return result;
  326. }
  327. void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id, bool p_just_update) {
  328. if (!visual_shader.is_valid() || p_type != visual_shader->get_shader_type()) {
  329. return;
  330. }
  331. GraphEdit *graph = editor->graph;
  332. if (!graph) {
  333. return;
  334. }
  335. VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
  336. if (!graph_plugin) {
  337. return;
  338. }
  339. Shader::Mode mode = visual_shader->get_mode();
  340. Control *offset;
  341. static const Color type_color[] = {
  342. Color(0.38, 0.85, 0.96), // scalar (float)
  343. Color(0.49, 0.78, 0.94), // scalar (int)
  344. Color(0.20, 0.88, 0.67), // scalar (uint)
  345. Color(0.74, 0.57, 0.95), // vector2
  346. Color(0.84, 0.49, 0.93), // vector3
  347. Color(1.0, 0.125, 0.95), // vector4
  348. Color(0.55, 0.65, 0.94), // boolean
  349. Color(0.96, 0.66, 0.43), // transform
  350. Color(1.0, 1.0, 0.0), // sampler
  351. };
  352. static const String vector_expanded_name[4] = {
  353. "red",
  354. "green",
  355. "blue",
  356. "alpha"
  357. };
  358. // Visual shader specific theme for MSDF font.
  359. Ref<Theme> vstheme;
  360. vstheme.instantiate();
  361. Ref<Font> label_font = EditorNode::get_singleton()->get_editor_theme()->get_font("main_msdf", EditorStringName(EditorFonts));
  362. Ref<Font> label_bold_font = EditorNode::get_singleton()->get_editor_theme()->get_font("main_bold_msdf", EditorStringName(EditorFonts));
  363. vstheme->set_font("font", "Label", label_font);
  364. vstheme->set_font("font", "GraphNodeTitleLabel", label_bold_font);
  365. vstheme->set_font("font", "LineEdit", label_font);
  366. vstheme->set_font("font", "Button", label_font);
  367. Ref<VisualShaderNode> vsnode = visual_shader->get_node(p_type, p_id);
  368. Ref<VisualShaderNodeResizableBase> resizable_node = vsnode;
  369. bool is_resizable = resizable_node.is_valid();
  370. Size2 size = Size2(0, 0);
  371. Ref<VisualShaderNodeGroupBase> group_node = vsnode;
  372. bool is_group = group_node.is_valid();
  373. Ref<VisualShaderNodeComment> comment_node = vsnode;
  374. bool is_comment = comment_node.is_valid();
  375. Ref<VisualShaderNodeExpression> expression_node = group_node;
  376. bool is_expression = expression_node.is_valid();
  377. String expression = "";
  378. Ref<VisualShaderNodeCustom> custom_node = vsnode;
  379. if (custom_node.is_valid()) {
  380. custom_node->_set_initialized(true);
  381. }
  382. GraphNode *node = memnew(GraphNode);
  383. node->set_title(vsnode->get_caption());
  384. // All nodes are closable except the output node.
  385. if (p_id >= 2) {
  386. vsnode->set_closable(true);
  387. node->connect("delete_request", callable_mp(editor, &VisualShaderEditor::_delete_node_request).bind(p_type, p_id), CONNECT_DEFERRED);
  388. }
  389. graph->add_child(node);
  390. node->set_theme(vstheme);
  391. if (p_just_update) {
  392. Link &link = links[p_id];
  393. link.graph_element = node;
  394. link.preview_box = nullptr;
  395. link.preview_pos = -1;
  396. link.output_ports.clear();
  397. link.input_ports.clear();
  398. } else {
  399. register_link(p_type, p_id, vsnode.ptr(), node);
  400. }
  401. if (is_resizable) {
  402. size = resizable_node->get_size();
  403. node->set_resizable(true);
  404. node->connect("resize_request", callable_mp(editor, &VisualShaderEditor::_node_resized).bind((int)p_type, p_id));
  405. }
  406. if (is_expression) {
  407. expression = expression_node->get_expression();
  408. }
  409. if (is_comment) {
  410. node->set_visible(false);
  411. }
  412. node->set_position_offset(visual_shader->get_node_position(p_type, p_id));
  413. node->set_name(itos(p_id));
  414. node->connect("dragged", callable_mp(editor, &VisualShaderEditor::_node_dragged).bind(p_id));
  415. Control *custom_editor = nullptr;
  416. int port_offset = 1;
  417. if (is_resizable) {
  418. editor->call_deferred(SNAME("_set_node_size"), (int)p_type, p_id, size);
  419. }
  420. Control *content_offset = memnew(Control);
  421. content_offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  422. node->add_child(content_offset);
  423. if (is_group) {
  424. port_offset += 1;
  425. }
  426. Ref<VisualShaderNodeParticleEmit> emit = vsnode;
  427. if (emit.is_valid()) {
  428. node->set_custom_minimum_size(Size2(200 * EDSCALE, 0));
  429. }
  430. Ref<VisualShaderNodeParameterRef> parameter_ref = vsnode;
  431. if (parameter_ref.is_valid()) {
  432. parameter_ref->set_shader_rid(visual_shader->get_rid());
  433. parameter_ref->update_parameter_type();
  434. }
  435. Ref<VisualShaderNodeParameter> parameter = vsnode;
  436. HBoxContainer *hb = nullptr;
  437. if (parameter.is_valid()) {
  438. LineEdit *parameter_name = memnew(LineEdit);
  439. register_parameter_name(p_id, parameter_name);
  440. parameter_name->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  441. parameter_name->set_text(parameter->get_parameter_name());
  442. parameter_name->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_parameter_line_edit_changed).bind(p_id));
  443. parameter_name->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_parameter_line_edit_focus_out).bind(parameter_name, p_id));
  444. if (vsnode->get_output_port_count() == 1 && vsnode->get_output_port_name(0) == "") {
  445. hb = memnew(HBoxContainer);
  446. hb->add_child(parameter_name);
  447. node->add_child(hb);
  448. } else {
  449. node->add_child(parameter_name);
  450. }
  451. port_offset++;
  452. }
  453. for (int i = 0; i < editor->plugins.size(); i++) {
  454. vsnode->set_meta("id", p_id);
  455. vsnode->set_meta("shader_type", (int)p_type);
  456. custom_editor = editor->plugins.write[i]->create_editor(visual_shader, vsnode);
  457. vsnode->remove_meta("id");
  458. vsnode->remove_meta("shader_type");
  459. if (custom_editor) {
  460. if (vsnode->is_show_prop_names()) {
  461. custom_editor->call_deferred(SNAME("_show_prop_names"), true);
  462. }
  463. break;
  464. }
  465. }
  466. if (custom_node.is_valid()) {
  467. bool first = true;
  468. VBoxContainer *vbox = nullptr;
  469. for (int i = 0; i < custom_node->dp_props.size(); i++) {
  470. const VisualShaderNodeCustom::DropDownListProperty &dp = custom_node->dp_props[i];
  471. if (first) {
  472. first = false;
  473. vbox = memnew(VBoxContainer);
  474. node->add_child(vbox);
  475. port_offset++;
  476. }
  477. HBoxContainer *hbox = memnew(HBoxContainer);
  478. vbox->add_child(hbox);
  479. hbox->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  480. String prop_name = dp.name.strip_edges();
  481. if (!prop_name.is_empty()) {
  482. Label *label = memnew(Label);
  483. label->set_auto_translate(false); // TODO: Implement proper translation switch.
  484. label->set_text(prop_name + ":");
  485. hbox->add_child(label);
  486. }
  487. OptionButton *op = memnew(OptionButton);
  488. hbox->add_child(op);
  489. op->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  490. op->connect("item_selected", callable_mp(editor, &VisualShaderEditor::_set_custom_node_option).bind(p_id, i), CONNECT_DEFERRED);
  491. for (const String &s : dp.options) {
  492. op->add_item(s);
  493. }
  494. if (custom_node->dp_selected_cache.has(i)) {
  495. op->select(custom_node->dp_selected_cache[i]);
  496. } else {
  497. op->select(0);
  498. }
  499. }
  500. }
  501. Ref<VisualShaderNodeCurveTexture> curve = vsnode;
  502. Ref<VisualShaderNodeCurveXYZTexture> curve_xyz = vsnode;
  503. bool is_curve = curve.is_valid() || curve_xyz.is_valid();
  504. if (is_curve) {
  505. hb = memnew(HBoxContainer);
  506. node->add_child(hb);
  507. }
  508. if (curve.is_valid()) {
  509. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  510. if (curve->get_texture().is_valid()) {
  511. curve->get_texture()->connect_changed(callable_mp(graph_plugin, &VisualShaderGraphPlugin::update_curve).bind(p_id));
  512. }
  513. CurveEditor *curve_editor = memnew(CurveEditor);
  514. node->add_child(curve_editor);
  515. register_curve_editor(p_id, 0, curve_editor);
  516. curve_editor->set_custom_minimum_size(Size2(300, 0));
  517. curve_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  518. if (curve->get_texture().is_valid()) {
  519. curve_editor->set_curve(curve->get_texture()->get_curve());
  520. }
  521. }
  522. if (curve_xyz.is_valid()) {
  523. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  524. if (curve_xyz->get_texture().is_valid()) {
  525. curve_xyz->get_texture()->connect_changed(callable_mp(graph_plugin, &VisualShaderGraphPlugin::update_curve_xyz).bind(p_id));
  526. }
  527. CurveEditor *curve_editor_x = memnew(CurveEditor);
  528. node->add_child(curve_editor_x);
  529. register_curve_editor(p_id, 0, curve_editor_x);
  530. curve_editor_x->set_custom_minimum_size(Size2(300, 0));
  531. curve_editor_x->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  532. if (curve_xyz->get_texture().is_valid()) {
  533. curve_editor_x->set_curve(curve_xyz->get_texture()->get_curve_x());
  534. }
  535. CurveEditor *curve_editor_y = memnew(CurveEditor);
  536. node->add_child(curve_editor_y);
  537. register_curve_editor(p_id, 1, curve_editor_y);
  538. curve_editor_y->set_custom_minimum_size(Size2(300, 0));
  539. curve_editor_y->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  540. if (curve_xyz->get_texture().is_valid()) {
  541. curve_editor_y->set_curve(curve_xyz->get_texture()->get_curve_y());
  542. }
  543. CurveEditor *curve_editor_z = memnew(CurveEditor);
  544. node->add_child(curve_editor_z);
  545. register_curve_editor(p_id, 2, curve_editor_z);
  546. curve_editor_z->set_custom_minimum_size(Size2(300, 0));
  547. curve_editor_z->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  548. if (curve_xyz->get_texture().is_valid()) {
  549. curve_editor_z->set_curve(curve_xyz->get_texture()->get_curve_z());
  550. }
  551. }
  552. if (custom_editor) {
  553. 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) == ""))) {
  554. // Will be embedded in first port.
  555. } else {
  556. port_offset++;
  557. node->add_child(custom_editor);
  558. custom_editor = nullptr;
  559. }
  560. }
  561. if (is_group) {
  562. if (group_node->is_editable()) {
  563. HBoxContainer *hb2 = memnew(HBoxContainer);
  564. String input_port_name = "input" + itos(group_node->get_free_input_port_id());
  565. String output_port_name = "output" + itos(group_node->get_free_output_port_id());
  566. for (int i = 0; i < MAX(vsnode->get_input_port_count(), vsnode->get_output_port_count()); i++) {
  567. if (i < vsnode->get_input_port_count()) {
  568. if (input_port_name == vsnode->get_input_port_name(i)) {
  569. input_port_name = "_" + input_port_name;
  570. }
  571. }
  572. if (i < vsnode->get_output_port_count()) {
  573. if (output_port_name == vsnode->get_output_port_name(i)) {
  574. output_port_name = "_" + output_port_name;
  575. }
  576. }
  577. }
  578. Button *add_input_btn = memnew(Button);
  579. add_input_btn->set_text(TTR("Add Input"));
  580. 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);
  581. hb2->add_child(add_input_btn);
  582. hb2->add_spacer();
  583. Button *add_output_btn = memnew(Button);
  584. add_output_btn->set_text(TTR("Add Output"));
  585. 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);
  586. hb2->add_child(add_output_btn);
  587. node->add_child(hb2);
  588. }
  589. }
  590. int output_port_count = 0;
  591. for (int i = 0; i < vsnode->get_output_port_count(); i++) {
  592. if (vsnode->_is_output_port_expanded(i)) {
  593. switch (vsnode->get_output_port_type(i)) {
  594. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  595. output_port_count += 2;
  596. } break;
  597. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  598. output_port_count += 3;
  599. } break;
  600. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  601. output_port_count += 4;
  602. } break;
  603. default:
  604. break;
  605. }
  606. }
  607. output_port_count++;
  608. }
  609. int max_ports = MAX(vsnode->get_input_port_count(), output_port_count);
  610. VisualShaderNode::PortType expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  611. int expanded_port_counter = 0;
  612. for (int i = 0, j = 0; i < max_ports; i++, j++) {
  613. switch (expanded_type) {
  614. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  615. if (expanded_port_counter >= 2) {
  616. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  617. expanded_port_counter = 0;
  618. i -= 2;
  619. }
  620. } break;
  621. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  622. if (expanded_port_counter >= 3) {
  623. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  624. expanded_port_counter = 0;
  625. i -= 3;
  626. }
  627. } break;
  628. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  629. if (expanded_port_counter >= 4) {
  630. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  631. expanded_port_counter = 0;
  632. i -= 4;
  633. }
  634. } break;
  635. default:
  636. break;
  637. }
  638. if (vsnode->is_port_separator(i)) {
  639. node->add_child(memnew(HSeparator));
  640. port_offset++;
  641. }
  642. bool valid_left = j < vsnode->get_input_port_count();
  643. VisualShaderNode::PortType port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  644. bool port_left_used = false;
  645. String name_left;
  646. if (valid_left) {
  647. name_left = vsnode->get_input_port_name(i);
  648. port_left = vsnode->get_input_port_type(i);
  649. for (const VisualShader::Connection &E : connections) {
  650. if (E.to_node == p_id && E.to_port == j) {
  651. port_left_used = true;
  652. break;
  653. }
  654. }
  655. }
  656. bool valid_right = true;
  657. VisualShaderNode::PortType port_right = VisualShaderNode::PORT_TYPE_SCALAR;
  658. String name_right;
  659. if (expanded_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  660. valid_right = i < vsnode->get_output_port_count();
  661. if (valid_right) {
  662. name_right = vsnode->get_output_port_name(i);
  663. port_right = vsnode->get_output_port_type(i);
  664. }
  665. } else {
  666. name_right = vector_expanded_name[expanded_port_counter++];
  667. }
  668. bool is_first_hbox = false;
  669. if (i == 0 && hb != nullptr) {
  670. is_first_hbox = true;
  671. } else {
  672. hb = memnew(HBoxContainer);
  673. }
  674. hb->add_theme_constant_override("separation", 7 * EDSCALE);
  675. Variant default_value;
  676. if (valid_left && !port_left_used) {
  677. default_value = vsnode->get_input_port_default_value(i);
  678. }
  679. Button *button = memnew(Button);
  680. hb->add_child(button);
  681. register_default_input_button(p_id, i, button);
  682. button->connect("pressed", callable_mp(editor, &VisualShaderEditor::_edit_port_default_input).bind(button, p_id, i));
  683. if (default_value.get_type() != Variant::NIL) { // only a label
  684. set_input_port_default_value(p_type, p_id, i, default_value);
  685. } else {
  686. button->hide();
  687. }
  688. if (i == 0 && custom_editor) {
  689. hb->add_child(custom_editor);
  690. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  691. } else {
  692. if (valid_left) {
  693. if (is_group) {
  694. OptionButton *type_box = memnew(OptionButton);
  695. hb->add_child(type_box);
  696. type_box->add_item(TTR("Float"));
  697. type_box->add_item(TTR("Int"));
  698. type_box->add_item(TTR("UInt"));
  699. type_box->add_item(TTR("Vector2"));
  700. type_box->add_item(TTR("Vector3"));
  701. type_box->add_item(TTR("Vector4"));
  702. type_box->add_item(TTR("Boolean"));
  703. type_box->add_item(TTR("Transform"));
  704. type_box->add_item(TTR("Sampler"));
  705. type_box->select(group_node->get_input_port_type(i));
  706. type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  707. type_box->connect("item_selected", callable_mp(editor, &VisualShaderEditor::_change_input_port_type).bind(p_id, i), CONNECT_DEFERRED);
  708. LineEdit *name_box = memnew(LineEdit);
  709. hb->add_child(name_box);
  710. name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
  711. name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  712. name_box->set_text(name_left);
  713. name_box->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_change_input_port_name).bind(name_box, p_id, i), CONNECT_DEFERRED);
  714. name_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_port_name_focus_out).bind(name_box, p_id, i, false), CONNECT_DEFERRED);
  715. Button *remove_btn = memnew(Button);
  716. remove_btn->set_icon(EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Remove"), EditorStringName(EditorIcons)));
  717. remove_btn->set_tooltip_text(TTR("Remove") + " " + name_left);
  718. remove_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_remove_input_port).bind(p_id, i), CONNECT_DEFERRED);
  719. hb->add_child(remove_btn);
  720. } else {
  721. Label *label = memnew(Label);
  722. label->set_auto_translate(false); // TODO: Implement proper translation switch.
  723. label->set_text(name_left);
  724. label->add_theme_style_override("normal", editor->get_theme_stylebox(SNAME("label_style"), SNAME("VShaderEditor"))); //more compact
  725. hb->add_child(label);
  726. if (vsnode->is_input_port_default(i, mode) && !port_left_used) {
  727. Label *hint_label = memnew(Label);
  728. hint_label->set_text(TTR("[default]"));
  729. hint_label->add_theme_color_override("font_color", editor->get_theme_color(SNAME("font_readonly_color"), SNAME("TextEdit")));
  730. hint_label->add_theme_style_override("normal", editor->get_theme_stylebox(SNAME("label_style"), SNAME("VShaderEditor")));
  731. hb->add_child(hint_label);
  732. }
  733. }
  734. }
  735. if (!is_group && !is_first_hbox) {
  736. hb->add_spacer();
  737. }
  738. if (valid_right) {
  739. if (is_group) {
  740. Button *remove_btn = memnew(Button);
  741. remove_btn->set_icon(EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Remove"), EditorStringName(EditorIcons)));
  742. remove_btn->set_tooltip_text(TTR("Remove") + " " + name_left);
  743. remove_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_remove_output_port).bind(p_id, i), CONNECT_DEFERRED);
  744. hb->add_child(remove_btn);
  745. LineEdit *name_box = memnew(LineEdit);
  746. hb->add_child(name_box);
  747. name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
  748. name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  749. name_box->set_text(name_right);
  750. name_box->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_change_output_port_name).bind(name_box, p_id, i), CONNECT_DEFERRED);
  751. name_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_port_name_focus_out).bind(name_box, p_id, i, true), CONNECT_DEFERRED);
  752. OptionButton *type_box = memnew(OptionButton);
  753. hb->add_child(type_box);
  754. type_box->add_item(TTR("Float"));
  755. type_box->add_item(TTR("Int"));
  756. type_box->add_item(TTR("UInt"));
  757. type_box->add_item(TTR("Vector2"));
  758. type_box->add_item(TTR("Vector3"));
  759. type_box->add_item(TTR("Vector4"));
  760. type_box->add_item(TTR("Boolean"));
  761. type_box->add_item(TTR("Transform"));
  762. type_box->select(group_node->get_output_port_type(i));
  763. type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  764. type_box->connect("item_selected", callable_mp(editor, &VisualShaderEditor::_change_output_port_type).bind(p_id, i), CONNECT_DEFERRED);
  765. } else {
  766. Label *label = memnew(Label);
  767. label->set_auto_translate(false); // TODO: Implement proper translation switch.
  768. label->set_text(name_right);
  769. label->add_theme_style_override("normal", editor->get_theme_stylebox(SNAME("label_style"), SNAME("VShaderEditor"))); //more compact
  770. hb->add_child(label);
  771. }
  772. }
  773. }
  774. if (valid_right) {
  775. if (expanded_port_counter == 0 && vsnode->is_output_port_expandable(i)) {
  776. TextureButton *expand = memnew(TextureButton);
  777. expand->set_toggle_mode(true);
  778. expand->set_texture_normal(editor->get_editor_theme_icon(SNAME("GuiTreeArrowRight")));
  779. expand->set_texture_pressed(editor->get_editor_theme_icon(SNAME("GuiTreeArrowDown")));
  780. expand->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
  781. expand->set_pressed(vsnode->_is_output_port_expanded(i));
  782. expand->connect("pressed", callable_mp(editor, &VisualShaderEditor::_expand_output_port).bind(p_id, i, !vsnode->_is_output_port_expanded(i)), CONNECT_DEFERRED);
  783. hb->add_child(expand);
  784. }
  785. if (vsnode->has_output_port_preview(i) && port_right != VisualShaderNode::PORT_TYPE_TRANSFORM && port_right != VisualShaderNode::PORT_TYPE_SAMPLER) {
  786. TextureButton *preview = memnew(TextureButton);
  787. preview->set_toggle_mode(true);
  788. preview->set_texture_normal(editor->get_editor_theme_icon(SNAME("GuiVisibilityHidden")));
  789. preview->set_texture_pressed(editor->get_editor_theme_icon(SNAME("GuiVisibilityVisible")));
  790. preview->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
  791. register_output_port(p_id, j, preview);
  792. preview->connect("pressed", callable_mp(editor, &VisualShaderEditor::_preview_select_port).bind(p_id, j), CONNECT_DEFERRED);
  793. hb->add_child(preview);
  794. }
  795. }
  796. if (is_group) {
  797. offset = memnew(Control);
  798. offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  799. node->add_child(offset);
  800. port_offset++;
  801. }
  802. if (!is_first_hbox) {
  803. node->add_child(hb);
  804. if (curve_xyz.is_valid()) {
  805. node->move_child(hb, 1 + expanded_port_counter);
  806. }
  807. }
  808. if (expanded_type != VisualShaderNode::PORT_TYPE_SCALAR) {
  809. continue;
  810. }
  811. int idx = 1;
  812. if (!is_first_hbox) {
  813. idx = i + port_offset;
  814. }
  815. if (!is_comment) {
  816. GraphNode *graph_node = Object::cast_to<GraphNode>(node);
  817. graph_node->set_slot(idx, valid_left, port_left, type_color[port_left], valid_right, port_right, type_color[port_right]);
  818. if (vsnode->_is_output_port_expanded(i)) {
  819. switch (vsnode->get_output_port_type(i)) {
  820. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  821. port_offset++;
  822. valid_left = (i + 1) < vsnode->get_input_port_count();
  823. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  824. if (valid_left) {
  825. port_left = vsnode->get_input_port_type(i + 1);
  826. }
  827. graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  828. port_offset++;
  829. valid_left = (i + 2) < vsnode->get_input_port_count();
  830. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  831. if (valid_left) {
  832. port_left = vsnode->get_input_port_type(i + 2);
  833. }
  834. graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  835. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_2D;
  836. } break;
  837. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  838. port_offset++;
  839. valid_left = (i + 1) < vsnode->get_input_port_count();
  840. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  841. if (valid_left) {
  842. port_left = vsnode->get_input_port_type(i + 1);
  843. }
  844. graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  845. port_offset++;
  846. valid_left = (i + 2) < vsnode->get_input_port_count();
  847. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  848. if (valid_left) {
  849. port_left = vsnode->get_input_port_type(i + 2);
  850. }
  851. graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  852. port_offset++;
  853. valid_left = (i + 3) < vsnode->get_input_port_count();
  854. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  855. if (valid_left) {
  856. port_left = vsnode->get_input_port_type(i + 3);
  857. }
  858. graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[2]);
  859. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_3D;
  860. } break;
  861. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  862. port_offset++;
  863. valid_left = (i + 1) < vsnode->get_input_port_count();
  864. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  865. if (valid_left) {
  866. port_left = vsnode->get_input_port_type(i + 1);
  867. }
  868. graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  869. port_offset++;
  870. valid_left = (i + 2) < vsnode->get_input_port_count();
  871. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  872. if (valid_left) {
  873. port_left = vsnode->get_input_port_type(i + 2);
  874. }
  875. graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  876. port_offset++;
  877. valid_left = (i + 3) < vsnode->get_input_port_count();
  878. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  879. if (valid_left) {
  880. port_left = vsnode->get_input_port_type(i + 3);
  881. }
  882. graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[2]);
  883. port_offset++;
  884. valid_left = (i + 4) < vsnode->get_input_port_count();
  885. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  886. if (valid_left) {
  887. port_left = vsnode->get_input_port_type(i + 4);
  888. }
  889. graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[3]);
  890. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_4D;
  891. } break;
  892. default:
  893. break;
  894. }
  895. }
  896. }
  897. }
  898. bool has_relative_parameter_instances = false;
  899. if (vsnode->get_output_port_for_preview() >= 0) {
  900. has_relative_parameter_instances = is_node_has_parameter_instances_relatively(p_type, p_id);
  901. show_port_preview(p_type, p_id, vsnode->get_output_port_for_preview(), !has_relative_parameter_instances);
  902. } else {
  903. offset = memnew(Control);
  904. offset->set_custom_minimum_size(Size2(0, 4 * EDSCALE));
  905. node->add_child(offset);
  906. }
  907. String error = vsnode->get_warning(mode, p_type);
  908. if (has_relative_parameter_instances) {
  909. error += "\n" + TTR("The 2D preview cannot correctly show the result retrieved from instance parameter.");
  910. }
  911. if (!error.is_empty()) {
  912. Label *error_label = memnew(Label);
  913. error_label->add_theme_color_override("font_color", editor->get_theme_color(SNAME("error_color"), EditorStringName(Editor)));
  914. error_label->set_text(error);
  915. error_label->set_autowrap_mode(TextServer::AUTOWRAP_WORD);
  916. node->add_child(error_label);
  917. }
  918. if (is_expression) {
  919. CodeEdit *expression_box = memnew(CodeEdit);
  920. Ref<CodeHighlighter> expression_syntax_highlighter;
  921. expression_syntax_highlighter.instantiate();
  922. expression_node->set_ctrl_pressed(expression_box, 0);
  923. node->add_child(expression_box);
  924. register_expression_edit(p_id, expression_box);
  925. Color background_color = EDITOR_GET("text_editor/theme/highlighting/background_color");
  926. Color text_color = EDITOR_GET("text_editor/theme/highlighting/text_color");
  927. Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
  928. Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
  929. Color comment_color = EDITOR_GET("text_editor/theme/highlighting/comment_color");
  930. Color symbol_color = EDITOR_GET("text_editor/theme/highlighting/symbol_color");
  931. Color function_color = EDITOR_GET("text_editor/theme/highlighting/function_color");
  932. Color number_color = EDITOR_GET("text_editor/theme/highlighting/number_color");
  933. Color members_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
  934. expression_box->set_syntax_highlighter(expression_syntax_highlighter);
  935. expression_box->add_theme_color_override("background_color", background_color);
  936. for (const String &E : editor->keyword_list) {
  937. if (ShaderLanguage::is_control_flow_keyword(E)) {
  938. expression_syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
  939. } else {
  940. expression_syntax_highlighter->add_keyword_color(E, keyword_color);
  941. }
  942. }
  943. expression_box->begin_bulk_theme_override();
  944. expression_box->add_theme_font_override("font", editor->get_theme_font(SNAME("expression"), EditorStringName(EditorFonts)));
  945. expression_box->add_theme_font_size_override("font_size", editor->get_theme_font_size(SNAME("expression_size"), EditorStringName(EditorFonts)));
  946. expression_box->add_theme_color_override("font_color", text_color);
  947. expression_box->end_bulk_theme_override();
  948. expression_syntax_highlighter->set_number_color(number_color);
  949. expression_syntax_highlighter->set_symbol_color(symbol_color);
  950. expression_syntax_highlighter->set_function_color(function_color);
  951. expression_syntax_highlighter->set_member_variable_color(members_color);
  952. expression_syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
  953. expression_syntax_highlighter->add_color_region("//", "", comment_color, true);
  954. expression_box->clear_comment_delimiters();
  955. expression_box->add_comment_delimiter("/*", "*/", false);
  956. expression_box->add_comment_delimiter("//", "", true);
  957. if (!expression_box->has_auto_brace_completion_open_key("/*")) {
  958. expression_box->add_auto_brace_completion_pair("/*", "*/");
  959. }
  960. expression_box->set_text(expression);
  961. expression_box->set_context_menu_enabled(false);
  962. expression_box->set_draw_line_numbers(true);
  963. expression_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_expression_focus_out).bind(expression_box, p_id));
  964. }
  965. }
  966. void VisualShaderGraphPlugin::remove_node(VisualShader::Type p_type, int p_id, bool p_just_update) {
  967. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  968. Node *graph_edit_node = links[p_id].graph_element->get_parent();
  969. graph_edit_node->remove_child(links[p_id].graph_element);
  970. memdelete(links[p_id].graph_element);
  971. if (!p_just_update) {
  972. links.erase(p_id);
  973. }
  974. }
  975. }
  976. void VisualShaderGraphPlugin::connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  977. GraphEdit *graph = editor->graph;
  978. if (!graph) {
  979. return;
  980. }
  981. if (visual_shader.is_valid() && visual_shader->get_shader_type() == p_type) {
  982. graph->connect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
  983. connections.push_back({ p_from_node, p_from_port, p_to_node, p_to_port });
  984. if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr) {
  985. links[p_to_node].input_ports[p_to_port].default_input_button->hide();
  986. }
  987. }
  988. }
  989. void VisualShaderGraphPlugin::disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  990. GraphEdit *graph = editor->graph;
  991. if (!graph) {
  992. return;
  993. }
  994. if (visual_shader.is_valid() && visual_shader->get_shader_type() == p_type) {
  995. graph->disconnect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
  996. for (const List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
  997. 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) {
  998. connections.erase(E);
  999. break;
  1000. }
  1001. }
  1002. 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) {
  1003. links[p_to_node].input_ports[p_to_port].default_input_button->show();
  1004. 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));
  1005. }
  1006. }
  1007. }
  1008. VisualShaderGraphPlugin::~VisualShaderGraphPlugin() {
  1009. }
  1010. /////////////////
  1011. void VisualShaderEditedProperty::_bind_methods() {
  1012. ClassDB::bind_method(D_METHOD("set_edited_property", "value"), &VisualShaderEditedProperty::set_edited_property);
  1013. ClassDB::bind_method(D_METHOD("get_edited_property"), &VisualShaderEditedProperty::get_edited_property);
  1014. ADD_PROPERTY(PropertyInfo(Variant::NIL, "edited_property", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "set_edited_property", "get_edited_property");
  1015. }
  1016. void VisualShaderEditedProperty::set_edited_property(Variant p_variant) {
  1017. edited_property = p_variant;
  1018. }
  1019. Variant VisualShaderEditedProperty::get_edited_property() const {
  1020. return edited_property;
  1021. }
  1022. /////////////////
  1023. Vector2 VisualShaderEditor::selection_center;
  1024. List<VisualShaderEditor::CopyItem> VisualShaderEditor::copy_items_buffer;
  1025. List<VisualShader::Connection> VisualShaderEditor::copy_connections_buffer;
  1026. void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
  1027. bool changed = false;
  1028. if (p_visual_shader) {
  1029. if (visual_shader.is_null()) {
  1030. changed = true;
  1031. } else {
  1032. if (visual_shader.ptr() != p_visual_shader) {
  1033. changed = true;
  1034. }
  1035. }
  1036. visual_shader = Ref<VisualShader>(p_visual_shader);
  1037. graph_plugin->register_shader(visual_shader.ptr());
  1038. visual_shader->connect_changed(callable_mp(this, &VisualShaderEditor::_update_preview));
  1039. visual_shader->set_graph_offset(graph->get_scroll_offset() / EDSCALE);
  1040. _set_mode(visual_shader->get_mode());
  1041. _update_nodes();
  1042. } else {
  1043. if (visual_shader.is_valid()) {
  1044. visual_shader->disconnect_changed(callable_mp(this, &VisualShaderEditor::_update_preview));
  1045. }
  1046. visual_shader.unref();
  1047. }
  1048. if (visual_shader.is_null()) {
  1049. hide();
  1050. } else {
  1051. if (changed) { // to avoid tree collapse
  1052. _update_varying_tree();
  1053. _update_options_menu();
  1054. _update_preview();
  1055. _update_graph();
  1056. }
  1057. }
  1058. }
  1059. void VisualShaderEditor::add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
  1060. if (plugins.has(p_plugin)) {
  1061. return;
  1062. }
  1063. plugins.push_back(p_plugin);
  1064. }
  1065. void VisualShaderEditor::remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
  1066. plugins.erase(p_plugin);
  1067. }
  1068. void VisualShaderEditor::clear_custom_types() {
  1069. for (int i = 0; i < add_options.size(); i++) {
  1070. if (add_options[i].is_custom) {
  1071. add_options.remove_at(i);
  1072. i--;
  1073. }
  1074. }
  1075. }
  1076. void VisualShaderEditor::add_custom_type(const String &p_name, const String &p_type, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, bool p_highend) {
  1077. ERR_FAIL_COND(!p_name.is_valid_identifier());
  1078. ERR_FAIL_COND(p_type.is_empty() && !p_script.is_valid());
  1079. for (int i = 0; i < add_options.size(); i++) {
  1080. const AddOption &op = add_options[i];
  1081. if (op.is_custom) {
  1082. if (!p_type.is_empty()) {
  1083. if (op.type == p_type) {
  1084. return;
  1085. }
  1086. } else if (op.script == p_script) {
  1087. return;
  1088. }
  1089. }
  1090. }
  1091. AddOption ao;
  1092. ao.name = p_name;
  1093. ao.type = p_type;
  1094. ao.script = p_script;
  1095. ao.return_type = p_return_icon_type;
  1096. ao.description = p_description;
  1097. ao.category = p_category;
  1098. ao.highend = p_highend;
  1099. ao.is_custom = true;
  1100. ao.is_native = !p_type.is_empty();
  1101. bool begin = false;
  1102. String root = p_category.split("/")[0];
  1103. for (int i = 0; i < add_options.size(); i++) {
  1104. if (add_options[i].is_custom) {
  1105. if (add_options[i].category == root) {
  1106. if (!begin) {
  1107. begin = true;
  1108. }
  1109. } else {
  1110. if (begin) {
  1111. add_options.insert(i, ao);
  1112. return;
  1113. }
  1114. }
  1115. }
  1116. }
  1117. add_options.push_back(ao);
  1118. }
  1119. Dictionary VisualShaderEditor::get_custom_node_data(Ref<VisualShaderNodeCustom> &p_custom_node) {
  1120. Dictionary dict;
  1121. dict["script"] = p_custom_node->get_script();
  1122. dict["name"] = p_custom_node->_get_name();
  1123. dict["description"] = p_custom_node->_get_description();
  1124. dict["return_icon_type"] = p_custom_node->_get_return_icon_type();
  1125. dict["highend"] = p_custom_node->_is_highend();
  1126. String category = p_custom_node->_get_category();
  1127. category = category.rstrip("/");
  1128. category = category.lstrip("/");
  1129. category = "Addons/" + category;
  1130. if (p_custom_node->has_method("_get_subcategory")) {
  1131. String subcategory = (String)p_custom_node->call("_get_subcategory");
  1132. if (!subcategory.is_empty()) {
  1133. category += "/" + subcategory;
  1134. }
  1135. }
  1136. dict["category"] = category;
  1137. return dict;
  1138. }
  1139. void VisualShaderEditor::_get_current_mode_limits(int &r_begin_type, int &r_end_type) const {
  1140. switch (visual_shader->get_mode()) {
  1141. case Shader::MODE_CANVAS_ITEM:
  1142. case Shader::MODE_SPATIAL: {
  1143. r_begin_type = 0;
  1144. r_end_type = 3;
  1145. } break;
  1146. case Shader::MODE_PARTICLES: {
  1147. r_begin_type = 3;
  1148. r_end_type = 5 + r_begin_type;
  1149. } break;
  1150. case Shader::MODE_SKY: {
  1151. r_begin_type = 8;
  1152. r_end_type = 1 + r_begin_type;
  1153. } break;
  1154. case Shader::MODE_FOG: {
  1155. r_begin_type = 9;
  1156. r_end_type = 1 + r_begin_type;
  1157. } break;
  1158. default: {
  1159. } break;
  1160. }
  1161. }
  1162. void VisualShaderEditor::_script_created(const Ref<Script> &p_script) {
  1163. if (p_script.is_null() || p_script->get_instance_base_type() != "VisualShaderNodeCustom") {
  1164. return;
  1165. }
  1166. Ref<VisualShaderNodeCustom> ref;
  1167. ref.instantiate();
  1168. ref->set_script(p_script);
  1169. Dictionary dict = get_custom_node_data(ref);
  1170. add_custom_type(dict["name"], String(), dict["script"], dict["description"], dict["return_icon_type"], dict["category"], dict["highend"]);
  1171. _update_options_menu();
  1172. }
  1173. void VisualShaderEditor::_update_custom_script(const Ref<Script> &p_script) {
  1174. if (p_script.is_null() || p_script->get_instance_base_type() != "VisualShaderNodeCustom") {
  1175. return;
  1176. }
  1177. Ref<VisualShaderNodeCustom> ref;
  1178. ref.instantiate();
  1179. ref->set_script(p_script);
  1180. if (!ref->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
  1181. for (int i = 0; i < add_options.size(); i++) {
  1182. if (add_options[i].is_custom && add_options[i].script == p_script) {
  1183. add_options.remove_at(i);
  1184. _update_options_menu();
  1185. // TODO: Make indication for the existed custom nodes with that script on graph to be disabled.
  1186. break;
  1187. }
  1188. }
  1189. return;
  1190. }
  1191. Dictionary dict = get_custom_node_data(ref);
  1192. bool found_type = false;
  1193. bool need_rebuild = false;
  1194. for (int i = custom_node_option_idx; i < add_options.size(); i++) {
  1195. if (add_options[i].script == p_script) {
  1196. found_type = true;
  1197. add_options.write[i].name = dict["name"];
  1198. add_options.write[i].return_type = dict["return_icon_type"];
  1199. add_options.write[i].description = dict["description"];
  1200. add_options.write[i].category = dict["category"];
  1201. add_options.write[i].highend = dict["highend"];
  1202. int begin_type = 0;
  1203. int end_type = 0;
  1204. _get_current_mode_limits(begin_type, end_type);
  1205. for (int t = begin_type; t < end_type; t++) {
  1206. VisualShader::Type type = (VisualShader::Type)t;
  1207. Vector<int> nodes = visual_shader->get_node_list(type);
  1208. List<VisualShader::Connection> node_connections;
  1209. visual_shader->get_node_connections(type, &node_connections);
  1210. List<VisualShader::Connection> custom_node_input_connections;
  1211. List<VisualShader::Connection> custom_node_output_connections;
  1212. for (const VisualShader::Connection &E : node_connections) {
  1213. int from = E.from_node;
  1214. int from_port = E.from_port;
  1215. int to = E.to_node;
  1216. int to_port = E.to_port;
  1217. if (graph_plugin->get_node_script(from) == p_script) {
  1218. custom_node_output_connections.push_back({ from, from_port, to, to_port });
  1219. } else if (graph_plugin->get_node_script(to) == p_script) {
  1220. custom_node_input_connections.push_back({ from, from_port, to, to_port });
  1221. }
  1222. }
  1223. for (int node_id : nodes) {
  1224. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
  1225. if (vsnode.is_null()) {
  1226. continue;
  1227. }
  1228. Ref<VisualShaderNodeCustom> custom_node = vsnode;
  1229. if (custom_node.is_null() || custom_node->get_script() != p_script) {
  1230. continue;
  1231. }
  1232. need_rebuild = true;
  1233. // Removes invalid connections.
  1234. {
  1235. int prev_input_port_count = custom_node->get_input_port_count();
  1236. int prev_output_port_count = custom_node->get_output_port_count();
  1237. custom_node->update_ports();
  1238. int input_port_count = custom_node->get_input_port_count();
  1239. int output_port_count = custom_node->get_output_port_count();
  1240. if (output_port_count != prev_output_port_count) {
  1241. for (const VisualShader::Connection &E : custom_node_output_connections) {
  1242. int from = E.from_node;
  1243. int from_idx = E.from_port;
  1244. int to = E.to_node;
  1245. int to_idx = E.to_port;
  1246. if (from_idx >= output_port_count) {
  1247. visual_shader->disconnect_nodes(type, from, from_idx, to, to_idx);
  1248. graph_plugin->disconnect_nodes(type, from, from_idx, to, to_idx);
  1249. }
  1250. }
  1251. }
  1252. if (input_port_count != prev_input_port_count) {
  1253. for (const VisualShader::Connection &E : custom_node_input_connections) {
  1254. int from = E.from_node;
  1255. int from_idx = E.from_port;
  1256. int to = E.to_node;
  1257. int to_idx = E.to_port;
  1258. if (to_idx >= input_port_count) {
  1259. visual_shader->disconnect_nodes(type, from, from_idx, to, to_idx);
  1260. graph_plugin->disconnect_nodes(type, from, from_idx, to, to_idx);
  1261. }
  1262. }
  1263. }
  1264. }
  1265. graph_plugin->update_node(type, node_id);
  1266. }
  1267. }
  1268. break;
  1269. }
  1270. }
  1271. if (!found_type) {
  1272. add_custom_type(dict["name"], String(), dict["script"], dict["description"], dict["return_icon_type"], dict["category"], dict["highend"]);
  1273. }
  1274. // To prevent updating options multiple times when multiple scripts are saved.
  1275. if (!_block_update_options_menu) {
  1276. _block_update_options_menu = true;
  1277. callable_mp(this, &VisualShaderEditor::_update_options_menu_deferred);
  1278. }
  1279. // To prevent rebuilding the shader multiple times when multiple scripts are saved.
  1280. if (need_rebuild && !_block_rebuild_shader) {
  1281. _block_rebuild_shader = true;
  1282. callable_mp(this, &VisualShaderEditor::_rebuild_shader_deferred);
  1283. }
  1284. }
  1285. void VisualShaderEditor::_resource_saved(const Ref<Resource> &p_resource) {
  1286. _update_custom_script(Ref<Script>(p_resource.ptr()));
  1287. }
  1288. void VisualShaderEditor::_resources_removed() {
  1289. bool has_any_instance = false;
  1290. for (const Ref<Script> &scr : custom_scripts_to_delete) {
  1291. for (int i = custom_node_option_idx; i < add_options.size(); i++) {
  1292. if (add_options[i].script == scr) {
  1293. add_options.remove_at(i);
  1294. // Removes all node instances using that script from the graph.
  1295. {
  1296. int begin_type = 0;
  1297. int end_type = 0;
  1298. _get_current_mode_limits(begin_type, end_type);
  1299. for (int t = begin_type; t < end_type; t++) {
  1300. VisualShader::Type type = (VisualShader::Type)t;
  1301. List<VisualShader::Connection> node_connections;
  1302. visual_shader->get_node_connections(type, &node_connections);
  1303. for (const VisualShader::Connection &E : node_connections) {
  1304. int from = E.from_node;
  1305. int from_port = E.from_port;
  1306. int to = E.to_node;
  1307. int to_port = E.to_port;
  1308. if (graph_plugin->get_node_script(from) == scr || graph_plugin->get_node_script(to) == scr) {
  1309. visual_shader->disconnect_nodes(type, from, from_port, to, to_port);
  1310. graph_plugin->disconnect_nodes(type, from, from_port, to, to_port);
  1311. }
  1312. }
  1313. Vector<int> nodes = visual_shader->get_node_list(type);
  1314. for (int node_id : nodes) {
  1315. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
  1316. if (vsnode.is_null()) {
  1317. continue;
  1318. }
  1319. Ref<VisualShaderNodeCustom> custom_node = vsnode;
  1320. if (custom_node.is_null() || custom_node->get_script() != scr) {
  1321. continue;
  1322. }
  1323. visual_shader->remove_node(type, node_id);
  1324. graph_plugin->remove_node(type, node_id, false);
  1325. has_any_instance = true;
  1326. }
  1327. }
  1328. }
  1329. break;
  1330. }
  1331. }
  1332. }
  1333. if (has_any_instance) {
  1334. EditorUndoRedoManager::get_singleton()->clear_history(); // Need to clear undo history, otherwise it may lead to hard-detected errors and crashes (since the script was removed).
  1335. ResourceSaver::save(visual_shader, visual_shader->get_path());
  1336. }
  1337. _update_options_menu();
  1338. custom_scripts_to_delete.clear();
  1339. pending_custom_scripts_to_delete = false;
  1340. }
  1341. void VisualShaderEditor::_resource_removed(const Ref<Resource> &p_resource) {
  1342. Ref<Script> scr = Ref<Script>(p_resource.ptr());
  1343. if (scr.is_null() || scr->get_instance_base_type() != "VisualShaderNodeCustom") {
  1344. return;
  1345. }
  1346. custom_scripts_to_delete.push_back(scr);
  1347. if (!pending_custom_scripts_to_delete) {
  1348. pending_custom_scripts_to_delete = true;
  1349. callable_mp(this, &VisualShaderEditor::_resources_removed).call_deferred();
  1350. }
  1351. }
  1352. void VisualShaderEditor::_update_options_menu_deferred() {
  1353. _update_options_menu();
  1354. _block_update_options_menu = false;
  1355. }
  1356. void VisualShaderEditor::_rebuild_shader_deferred() {
  1357. if (visual_shader.is_valid()) {
  1358. visual_shader->rebuild();
  1359. }
  1360. _block_rebuild_shader = false;
  1361. }
  1362. bool VisualShaderEditor::_is_available(int p_mode) {
  1363. int current_mode = edit_type->get_selected();
  1364. if (p_mode != -1) {
  1365. switch (current_mode) {
  1366. case 0: // Vertex / Emit
  1367. current_mode = 1;
  1368. break;
  1369. case 1: // Fragment / Process
  1370. current_mode = 2;
  1371. break;
  1372. case 2: // Light / Collide
  1373. current_mode = 4;
  1374. break;
  1375. default:
  1376. break;
  1377. }
  1378. }
  1379. return (p_mode == -1 || (p_mode & current_mode) != 0);
  1380. }
  1381. void VisualShaderEditor::_update_nodes() {
  1382. clear_custom_types();
  1383. Dictionary added;
  1384. // Add GDScript classes.
  1385. {
  1386. List<StringName> class_list;
  1387. ScriptServer::get_global_class_list(&class_list);
  1388. for (int i = 0; i < class_list.size(); i++) {
  1389. if (ScriptServer::get_global_class_native_base(class_list[i]) == "VisualShaderNodeCustom") {
  1390. String script_path = ScriptServer::get_global_class_path(class_list[i]);
  1391. Ref<Resource> res = ResourceLoader::load(script_path);
  1392. ERR_CONTINUE(res.is_null());
  1393. ERR_CONTINUE(!res->is_class("Script"));
  1394. Ref<Script> scr = Ref<Script>(res);
  1395. Ref<VisualShaderNodeCustom> ref;
  1396. ref.instantiate();
  1397. ref->set_script(scr);
  1398. if (!ref->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
  1399. continue;
  1400. }
  1401. Dictionary dict = get_custom_node_data(ref);
  1402. dict["type"] = String();
  1403. String key;
  1404. key = String(dict["category"]) + "/" + String(dict["name"]);
  1405. added[key] = dict;
  1406. }
  1407. }
  1408. }
  1409. // Add GDExtension classes.
  1410. {
  1411. List<StringName> class_list;
  1412. ClassDB::get_class_list(&class_list);
  1413. for (int i = 0; i < class_list.size(); i++) {
  1414. if (ClassDB::get_parent_class(class_list[i]) == "VisualShaderNodeCustom") {
  1415. Object *instance = ClassDB::instantiate(class_list[i]);
  1416. Ref<VisualShaderNodeCustom> ref = Object::cast_to<VisualShaderNodeCustom>(instance);
  1417. ERR_CONTINUE(ref.is_null());
  1418. if (!ref->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
  1419. continue;
  1420. }
  1421. Dictionary dict = get_custom_node_data(ref);
  1422. dict["type"] = class_list[i];
  1423. dict["script"] = Ref<Script>();
  1424. String key;
  1425. key = String(dict["category"]) + "/" + String(dict["name"]);
  1426. added[key] = dict;
  1427. }
  1428. }
  1429. }
  1430. // Disables not-supported copied items.
  1431. {
  1432. for (CopyItem &item : copy_items_buffer) {
  1433. Ref<VisualShaderNodeCustom> custom = Object::cast_to<VisualShaderNodeCustom>(item.node.ptr());
  1434. if (custom.is_valid()) {
  1435. if (!custom->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
  1436. item.disabled = true;
  1437. } else {
  1438. item.disabled = false;
  1439. }
  1440. } else {
  1441. for (int i = 0; i < add_options.size(); i++) {
  1442. if (add_options[i].type == item.node->get_class_name()) {
  1443. if ((add_options[i].func != visual_shader->get_mode() && add_options[i].func != -1) || !_is_available(add_options[i].mode)) {
  1444. item.disabled = true;
  1445. } else {
  1446. item.disabled = false;
  1447. }
  1448. break;
  1449. }
  1450. }
  1451. }
  1452. }
  1453. }
  1454. Array keys = added.keys();
  1455. keys.sort();
  1456. for (int i = 0; i < keys.size(); i++) {
  1457. const Variant &key = keys.get(i);
  1458. const Dictionary &value = (Dictionary)added[key];
  1459. add_custom_type(value["name"], value["type"], value["script"], value["description"], value["return_icon_type"], value["category"], value["highend"]);
  1460. }
  1461. _update_options_menu();
  1462. }
  1463. String VisualShaderEditor::_get_description(int p_idx) {
  1464. return add_options[p_idx].description;
  1465. }
  1466. void VisualShaderEditor::_update_options_menu() {
  1467. node_desc->set_text("");
  1468. members_dialog->get_ok_button()->set_disabled(true);
  1469. members->clear();
  1470. TreeItem *root = members->create_item();
  1471. String filter = node_filter->get_text().strip_edges();
  1472. bool use_filter = !filter.is_empty();
  1473. bool is_first_item = true;
  1474. Color unsupported_color = get_theme_color(SNAME("error_color"), EditorStringName(Editor));
  1475. Color supported_color = get_theme_color(SNAME("warning_color"), EditorStringName(Editor));
  1476. static bool low_driver = GLOBAL_GET("rendering/renderer/rendering_method") == "gl_compatibility";
  1477. HashMap<String, TreeItem *> folders;
  1478. int current_func = -1;
  1479. if (!visual_shader.is_null()) {
  1480. current_func = visual_shader->get_mode();
  1481. }
  1482. Vector<AddOption> custom_options;
  1483. Vector<AddOption> embedded_options;
  1484. static Vector<String> type_filter_exceptions;
  1485. if (type_filter_exceptions.is_empty()) {
  1486. type_filter_exceptions.append("VisualShaderNodeExpression");
  1487. }
  1488. for (int i = 0; i < add_options.size(); i++) {
  1489. if (!use_filter || add_options[i].name.findn(filter) != -1) {
  1490. // port type filtering
  1491. if (members_output_port_type != VisualShaderNode::PORT_TYPE_MAX || members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1492. Ref<VisualShaderNode> vsn;
  1493. int check_result = 0;
  1494. if (!add_options[i].is_custom) {
  1495. vsn = Ref<VisualShaderNode>(Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[i].type)));
  1496. if (!vsn.is_valid()) {
  1497. continue;
  1498. }
  1499. if (type_filter_exceptions.has(add_options[i].type)) {
  1500. check_result = 1;
  1501. }
  1502. Ref<VisualShaderNodeInput> input = Object::cast_to<VisualShaderNodeInput>(vsn.ptr());
  1503. if (input.is_valid()) {
  1504. input->set_shader_mode(visual_shader->get_mode());
  1505. input->set_shader_type(visual_shader->get_shader_type());
  1506. if (!add_options[i].ops.is_empty() && add_options[i].ops[0].get_type() == Variant::STRING) {
  1507. input->set_input_name((String)add_options[i].ops[0]);
  1508. }
  1509. }
  1510. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(vsn.ptr());
  1511. if (expression.is_valid()) {
  1512. if (members_input_port_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1513. check_result = -1; // expressions creates a port with required type automatically (except for sampler output)
  1514. }
  1515. }
  1516. Ref<VisualShaderNodeParameterRef> parameter_ref = Object::cast_to<VisualShaderNodeParameterRef>(vsn.ptr());
  1517. if (parameter_ref.is_valid()) {
  1518. check_result = -1;
  1519. if (members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1520. for (int j = 0; j < parameter_ref->get_parameters_count(); j++) {
  1521. if (visual_shader->is_port_types_compatible(parameter_ref->get_port_type_by_index(j), members_input_port_type)) {
  1522. check_result = 1;
  1523. break;
  1524. }
  1525. }
  1526. }
  1527. }
  1528. } else {
  1529. check_result = 1;
  1530. }
  1531. if (members_output_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1532. if (check_result == 0) {
  1533. for (int j = 0; j < vsn->get_input_port_count(); j++) {
  1534. if (visual_shader->is_port_types_compatible(vsn->get_input_port_type(j), members_output_port_type)) {
  1535. check_result = 1;
  1536. break;
  1537. }
  1538. }
  1539. }
  1540. if (check_result != 1) {
  1541. continue;
  1542. }
  1543. }
  1544. if (members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1545. if (check_result == 0) {
  1546. for (int j = 0; j < vsn->get_output_port_count(); j++) {
  1547. if (visual_shader->is_port_types_compatible(vsn->get_output_port_type(j), members_input_port_type)) {
  1548. check_result = 1;
  1549. break;
  1550. }
  1551. }
  1552. }
  1553. if (check_result != 1) {
  1554. continue;
  1555. }
  1556. }
  1557. }
  1558. if ((add_options[i].func != current_func && add_options[i].func != -1) || !_is_available(add_options[i].mode)) {
  1559. continue;
  1560. }
  1561. const_cast<AddOption &>(add_options[i]).temp_idx = i; // save valid id
  1562. if (add_options[i].is_custom) {
  1563. custom_options.push_back(add_options[i]);
  1564. } else {
  1565. embedded_options.push_back(add_options[i]);
  1566. }
  1567. }
  1568. }
  1569. Vector<AddOption> options;
  1570. SortArray<AddOption, _OptionComparator> sorter;
  1571. sorter.sort(custom_options.ptrw(), custom_options.size());
  1572. options.append_array(custom_options);
  1573. options.append_array(embedded_options);
  1574. for (int i = 0; i < options.size(); i++) {
  1575. String path = options[i].category;
  1576. Vector<String> subfolders = path.split("/");
  1577. TreeItem *category = nullptr;
  1578. if (!folders.has(path)) {
  1579. category = root;
  1580. String path_temp = "";
  1581. for (int j = 0; j < subfolders.size(); j++) {
  1582. path_temp += subfolders[j];
  1583. if (!folders.has(path_temp)) {
  1584. category = members->create_item(category);
  1585. category->set_selectable(0, false);
  1586. category->set_collapsed(!use_filter);
  1587. category->set_text(0, subfolders[j]);
  1588. folders.insert(path_temp, category);
  1589. } else {
  1590. category = folders[path_temp];
  1591. }
  1592. }
  1593. } else {
  1594. category = folders[path];
  1595. }
  1596. TreeItem *item = members->create_item(category);
  1597. if (options[i].highend && low_driver) {
  1598. item->set_custom_color(0, unsupported_color);
  1599. } else if (options[i].highend) {
  1600. item->set_custom_color(0, supported_color);
  1601. }
  1602. item->set_text(0, options[i].name);
  1603. if (is_first_item && use_filter) {
  1604. item->select(0);
  1605. node_desc->set_text(options[i].description);
  1606. is_first_item = false;
  1607. }
  1608. switch (options[i].return_type) {
  1609. case VisualShaderNode::PORT_TYPE_SCALAR:
  1610. item->set_icon(0, get_editor_theme_icon(SNAME("float")));
  1611. break;
  1612. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1613. item->set_icon(0, get_editor_theme_icon(SNAME("int")));
  1614. break;
  1615. case VisualShaderNode::PORT_TYPE_SCALAR_UINT:
  1616. item->set_icon(0, get_editor_theme_icon(SNAME("uint")));
  1617. break;
  1618. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  1619. item->set_icon(0, get_editor_theme_icon(SNAME("Vector2")));
  1620. break;
  1621. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1622. item->set_icon(0, get_editor_theme_icon(SNAME("Vector3")));
  1623. break;
  1624. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  1625. item->set_icon(0, get_editor_theme_icon(SNAME("Vector4")));
  1626. break;
  1627. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1628. item->set_icon(0, get_editor_theme_icon(SNAME("bool")));
  1629. break;
  1630. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1631. item->set_icon(0, get_editor_theme_icon(SNAME("Transform3D")));
  1632. break;
  1633. case VisualShaderNode::PORT_TYPE_SAMPLER:
  1634. item->set_icon(0, get_editor_theme_icon(SNAME("ImageTexture")));
  1635. break;
  1636. default:
  1637. break;
  1638. }
  1639. item->set_meta("id", options[i].temp_idx);
  1640. }
  1641. }
  1642. void VisualShaderEditor::_set_mode(int p_which) {
  1643. if (p_which == VisualShader::MODE_SKY) {
  1644. edit_type_standard->set_visible(false);
  1645. edit_type_particles->set_visible(false);
  1646. edit_type_sky->set_visible(true);
  1647. edit_type_fog->set_visible(false);
  1648. edit_type = edit_type_sky;
  1649. custom_mode_box->set_visible(false);
  1650. varying_button->hide();
  1651. mode = MODE_FLAGS_SKY;
  1652. } else if (p_which == VisualShader::MODE_FOG) {
  1653. edit_type_standard->set_visible(false);
  1654. edit_type_particles->set_visible(false);
  1655. edit_type_sky->set_visible(false);
  1656. edit_type_fog->set_visible(true);
  1657. edit_type = edit_type_fog;
  1658. custom_mode_box->set_visible(false);
  1659. varying_button->hide();
  1660. mode = MODE_FLAGS_FOG;
  1661. } else if (p_which == VisualShader::MODE_PARTICLES) {
  1662. edit_type_standard->set_visible(false);
  1663. edit_type_particles->set_visible(true);
  1664. edit_type_sky->set_visible(false);
  1665. edit_type_fog->set_visible(false);
  1666. edit_type = edit_type_particles;
  1667. if ((edit_type->get_selected() + 3) > VisualShader::TYPE_PROCESS) {
  1668. custom_mode_box->set_visible(false);
  1669. } else {
  1670. custom_mode_box->set_visible(true);
  1671. }
  1672. varying_button->hide();
  1673. mode = MODE_FLAGS_PARTICLES;
  1674. } else {
  1675. edit_type_particles->set_visible(false);
  1676. edit_type_standard->set_visible(true);
  1677. edit_type_sky->set_visible(false);
  1678. edit_type_fog->set_visible(false);
  1679. edit_type = edit_type_standard;
  1680. custom_mode_box->set_visible(false);
  1681. varying_button->show();
  1682. mode = MODE_FLAGS_SPATIAL_CANVASITEM;
  1683. }
  1684. visual_shader->set_shader_type(get_current_shader_type());
  1685. }
  1686. Size2 VisualShaderEditor::get_minimum_size() const {
  1687. return Size2(10, 200);
  1688. }
  1689. void VisualShaderEditor::_draw_color_over_button(Object *p_obj, Color p_color) {
  1690. Button *button = Object::cast_to<Button>(p_obj);
  1691. if (!button) {
  1692. return;
  1693. }
  1694. Ref<StyleBox> normal = get_theme_stylebox(SNAME("normal"), SNAME("Button"));
  1695. button->draw_rect(Rect2(normal->get_offset(), button->get_size() - normal->get_minimum_size()), p_color);
  1696. }
  1697. void VisualShaderEditor::_update_parameters(bool p_update_refs) {
  1698. VisualShaderNodeParameterRef::clear_parameters(visual_shader->get_rid());
  1699. for (int t = 0; t < VisualShader::TYPE_MAX; t++) {
  1700. Vector<int> tnodes = visual_shader->get_node_list((VisualShader::Type)t);
  1701. for (int i = 0; i < tnodes.size(); i++) {
  1702. Ref<VisualShaderNode> vsnode = visual_shader->get_node((VisualShader::Type)t, tnodes[i]);
  1703. Ref<VisualShaderNodeParameter> parameter = vsnode;
  1704. if (parameter.is_valid()) {
  1705. Ref<VisualShaderNodeFloatParameter> float_parameter = vsnode;
  1706. Ref<VisualShaderNodeIntParameter> int_parameter = vsnode;
  1707. Ref<VisualShaderNodeUIntParameter> uint_parameter = vsnode;
  1708. Ref<VisualShaderNodeVec2Parameter> vec2_parameter = vsnode;
  1709. Ref<VisualShaderNodeVec3Parameter> vec3_parameter = vsnode;
  1710. Ref<VisualShaderNodeVec4Parameter> vec4_parameter = vsnode;
  1711. Ref<VisualShaderNodeColorParameter> color_parameter = vsnode;
  1712. Ref<VisualShaderNodeBooleanParameter> boolean_parameter = vsnode;
  1713. Ref<VisualShaderNodeTransformParameter> transform_parameter = vsnode;
  1714. VisualShaderNodeParameterRef::ParameterType parameter_type;
  1715. if (float_parameter.is_valid()) {
  1716. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_FLOAT;
  1717. } else if (int_parameter.is_valid()) {
  1718. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_INT;
  1719. } else if (uint_parameter.is_valid()) {
  1720. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_UINT;
  1721. } else if (boolean_parameter.is_valid()) {
  1722. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_BOOLEAN;
  1723. } else if (vec2_parameter.is_valid()) {
  1724. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_VECTOR2;
  1725. } else if (vec3_parameter.is_valid()) {
  1726. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_VECTOR3;
  1727. } else if (vec4_parameter.is_valid()) {
  1728. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_VECTOR4;
  1729. } else if (transform_parameter.is_valid()) {
  1730. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_TRANSFORM;
  1731. } else if (color_parameter.is_valid()) {
  1732. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_COLOR;
  1733. } else {
  1734. parameter_type = VisualShaderNodeParameterRef::UNIFORM_TYPE_SAMPLER;
  1735. }
  1736. VisualShaderNodeParameterRef::add_parameter(visual_shader->get_rid(), parameter->get_parameter_name(), parameter_type);
  1737. }
  1738. }
  1739. }
  1740. if (p_update_refs) {
  1741. graph_plugin->update_parameter_refs();
  1742. }
  1743. }
  1744. void VisualShaderEditor::_update_parameter_refs(HashSet<String> &p_deleted_names) {
  1745. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  1746. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  1747. VisualShader::Type type = VisualShader::Type(i);
  1748. Vector<int> nodes = visual_shader->get_node_list(type);
  1749. for (int j = 0; j < nodes.size(); j++) {
  1750. if (j > 0) {
  1751. Ref<VisualShaderNodeParameterRef> ref = visual_shader->get_node(type, nodes[j]);
  1752. if (ref.is_valid()) {
  1753. if (p_deleted_names.has(ref->get_parameter_name())) {
  1754. undo_redo->add_do_method(ref.ptr(), "set_parameter_name", "[None]");
  1755. undo_redo->add_undo_method(ref.ptr(), "set_parameter_name", ref->get_parameter_name());
  1756. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
  1757. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
  1758. }
  1759. }
  1760. }
  1761. }
  1762. }
  1763. }
  1764. void VisualShaderEditor::_update_graph() {
  1765. if (updating) {
  1766. return;
  1767. }
  1768. if (visual_shader.is_null()) {
  1769. return;
  1770. }
  1771. graph->set_scroll_offset(visual_shader->get_graph_offset() * EDSCALE);
  1772. VisualShader::Type type = get_current_shader_type();
  1773. graph->clear_connections();
  1774. // Remove all nodes.
  1775. for (int i = 0; i < graph->get_child_count(); i++) {
  1776. if (Object::cast_to<GraphElement>(graph->get_child(i))) {
  1777. Node *node = graph->get_child(i);
  1778. graph->remove_child(node);
  1779. memdelete(node);
  1780. i--;
  1781. }
  1782. }
  1783. List<VisualShader::Connection> node_connections;
  1784. visual_shader->get_node_connections(type, &node_connections);
  1785. graph_plugin->set_connections(node_connections);
  1786. Vector<int> nodes = visual_shader->get_node_list(type);
  1787. _update_parameters(false);
  1788. _update_varyings();
  1789. graph_plugin->clear_links();
  1790. graph_plugin->update_theme();
  1791. for (int n_i = 0; n_i < nodes.size(); n_i++) {
  1792. graph_plugin->add_node(type, nodes[n_i], false);
  1793. }
  1794. for (const VisualShader::Connection &E : node_connections) {
  1795. int from = E.from_node;
  1796. int from_idx = E.from_port;
  1797. int to = E.to_node;
  1798. int to_idx = E.to_port;
  1799. graph->connect_node(itos(from), from_idx, itos(to), to_idx);
  1800. }
  1801. float graph_minimap_opacity = EDITOR_GET("editors/visual_editors/minimap_opacity");
  1802. graph->set_minimap_opacity(graph_minimap_opacity);
  1803. float graph_lines_curvature = EDITOR_GET("editors/visual_editors/lines_curvature");
  1804. graph->set_connection_lines_curvature(graph_lines_curvature);
  1805. }
  1806. VisualShader::Type VisualShaderEditor::get_current_shader_type() const {
  1807. VisualShader::Type type;
  1808. if (mode & MODE_FLAGS_PARTICLES) {
  1809. type = VisualShader::Type(edit_type->get_selected() + 3 + (custom_mode_enabled ? 3 : 0));
  1810. } else if (mode & MODE_FLAGS_SKY) {
  1811. type = VisualShader::Type(edit_type->get_selected() + 8);
  1812. } else if (mode & MODE_FLAGS_FOG) {
  1813. type = VisualShader::Type(edit_type->get_selected() + 9);
  1814. } else {
  1815. type = VisualShader::Type(edit_type->get_selected());
  1816. }
  1817. return type;
  1818. }
  1819. void VisualShaderEditor::_add_input_port(int p_node, int p_port, int p_port_type, const String &p_name) {
  1820. VisualShader::Type type = get_current_shader_type();
  1821. Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
  1822. if (node.is_null()) {
  1823. return;
  1824. }
  1825. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  1826. undo_redo->create_action(TTR("Add Input Port"));
  1827. undo_redo->add_do_method(node.ptr(), "add_input_port", p_port, p_port_type, p_name);
  1828. undo_redo->add_undo_method(node.ptr(), "remove_input_port", p_port);
  1829. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1830. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1831. undo_redo->commit_action();
  1832. }
  1833. void VisualShaderEditor::_add_output_port(int p_node, int p_port, int p_port_type, const String &p_name) {
  1834. VisualShader::Type type = get_current_shader_type();
  1835. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1836. if (node.is_null()) {
  1837. return;
  1838. }
  1839. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  1840. undo_redo->create_action(TTR("Add Output Port"));
  1841. undo_redo->add_do_method(node.ptr(), "add_output_port", p_port, p_port_type, p_name);
  1842. undo_redo->add_undo_method(node.ptr(), "remove_output_port", p_port);
  1843. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1844. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1845. undo_redo->commit_action();
  1846. }
  1847. void VisualShaderEditor::_change_input_port_type(int p_type, int p_node, int p_port) {
  1848. VisualShader::Type type = get_current_shader_type();
  1849. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1850. if (node.is_null()) {
  1851. return;
  1852. }
  1853. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  1854. undo_redo->create_action(TTR("Change Input Port Type"));
  1855. undo_redo->add_do_method(node.ptr(), "set_input_port_type", p_port, p_type);
  1856. undo_redo->add_undo_method(node.ptr(), "set_input_port_type", p_port, node->get_input_port_type(p_port));
  1857. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1858. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1859. undo_redo->commit_action();
  1860. }
  1861. void VisualShaderEditor::_change_output_port_type(int p_type, int p_node, int p_port) {
  1862. VisualShader::Type type = get_current_shader_type();
  1863. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1864. if (node.is_null()) {
  1865. return;
  1866. }
  1867. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  1868. undo_redo->create_action(TTR("Change Output Port Type"));
  1869. undo_redo->add_do_method(node.ptr(), "set_output_port_type", p_port, p_type);
  1870. undo_redo->add_undo_method(node.ptr(), "set_output_port_type", p_port, node->get_output_port_type(p_port));
  1871. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1872. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1873. undo_redo->commit_action();
  1874. }
  1875. void VisualShaderEditor::_change_input_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
  1876. VisualShader::Type type = get_current_shader_type();
  1877. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
  1878. ERR_FAIL_COND(!node.is_valid());
  1879. String prev_name = node->get_input_port_name(p_port_id);
  1880. if (prev_name == p_text) {
  1881. return;
  1882. }
  1883. LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
  1884. ERR_FAIL_NULL(line_edit);
  1885. String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, false);
  1886. if (validated_name.is_empty() || prev_name == validated_name) {
  1887. line_edit->set_text(node->get_input_port_name(p_port_id));
  1888. return;
  1889. }
  1890. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  1891. undo_redo->create_action(TTR("Change Input Port Name"));
  1892. undo_redo->add_do_method(node.ptr(), "set_input_port_name", p_port_id, validated_name);
  1893. undo_redo->add_undo_method(node.ptr(), "set_input_port_name", p_port_id, node->get_input_port_name(p_port_id));
  1894. undo_redo->commit_action();
  1895. }
  1896. void VisualShaderEditor::_change_output_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
  1897. VisualShader::Type type = get_current_shader_type();
  1898. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
  1899. ERR_FAIL_COND(!node.is_valid());
  1900. String prev_name = node->get_output_port_name(p_port_id);
  1901. if (prev_name == p_text) {
  1902. return;
  1903. }
  1904. LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
  1905. ERR_FAIL_NULL(line_edit);
  1906. String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, true);
  1907. if (validated_name.is_empty() || prev_name == validated_name) {
  1908. line_edit->set_text(node->get_output_port_name(p_port_id));
  1909. return;
  1910. }
  1911. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  1912. undo_redo->create_action(TTR("Change Output Port Name"));
  1913. undo_redo->add_do_method(node.ptr(), "set_output_port_name", p_port_id, validated_name);
  1914. undo_redo->add_undo_method(node.ptr(), "set_output_port_name", p_port_id, prev_name);
  1915. undo_redo->commit_action();
  1916. }
  1917. void VisualShaderEditor::_expand_output_port(int p_node, int p_port, bool p_expand) {
  1918. VisualShader::Type type = get_current_shader_type();
  1919. Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
  1920. ERR_FAIL_COND(!node.is_valid());
  1921. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  1922. if (p_expand) {
  1923. undo_redo->create_action(TTR("Expand Output Port"));
  1924. } else {
  1925. undo_redo->create_action(TTR("Shrink Output Port"));
  1926. }
  1927. undo_redo->add_do_method(node.ptr(), "_set_output_port_expanded", p_port, p_expand);
  1928. undo_redo->add_undo_method(node.ptr(), "_set_output_port_expanded", p_port, !p_expand);
  1929. int type_size = 0;
  1930. switch (node->get_output_port_type(p_port)) {
  1931. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1932. type_size = 2;
  1933. } break;
  1934. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1935. type_size = 3;
  1936. } break;
  1937. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1938. type_size = 4;
  1939. } break;
  1940. default:
  1941. break;
  1942. }
  1943. List<VisualShader::Connection> conns;
  1944. visual_shader->get_node_connections(type, &conns);
  1945. for (const VisualShader::Connection &E : conns) {
  1946. int cn_from_node = E.from_node;
  1947. int cn_from_port = E.from_port;
  1948. int cn_to_node = E.to_node;
  1949. int cn_to_port = E.to_port;
  1950. if (cn_from_node == p_node) {
  1951. if (p_expand) {
  1952. if (cn_from_port > p_port) { // reconnect ports after expanded ports
  1953. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1954. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1955. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1956. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1957. 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);
  1958. 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);
  1959. 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);
  1960. 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);
  1961. }
  1962. } else {
  1963. if (cn_from_port > p_port + type_size) { // reconnect ports after expanded ports
  1964. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1965. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1966. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1967. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1968. 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);
  1969. 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);
  1970. 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);
  1971. 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);
  1972. } else if (cn_from_port > p_port) { // disconnect component ports
  1973. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1974. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1975. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1976. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1977. }
  1978. }
  1979. }
  1980. }
  1981. int preview_port = node->get_output_port_for_preview();
  1982. if (p_expand) {
  1983. if (preview_port > p_port) {
  1984. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port + type_size);
  1985. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1986. }
  1987. } else {
  1988. if (preview_port > p_port + type_size) {
  1989. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - type_size);
  1990. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1991. }
  1992. }
  1993. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1994. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1995. undo_redo->commit_action();
  1996. }
  1997. void VisualShaderEditor::_remove_input_port(int p_node, int p_port) {
  1998. VisualShader::Type type = get_current_shader_type();
  1999. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  2000. if (node.is_null()) {
  2001. return;
  2002. }
  2003. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2004. undo_redo->create_action(TTR("Remove Input Port"));
  2005. List<VisualShader::Connection> conns;
  2006. visual_shader->get_node_connections(type, &conns);
  2007. for (const VisualShader::Connection &E : conns) {
  2008. int cn_from_node = E.from_node;
  2009. int cn_from_port = E.from_port;
  2010. int cn_to_node = E.to_node;
  2011. int cn_to_port = E.to_port;
  2012. if (cn_to_node == p_node) {
  2013. if (cn_to_port == p_port) {
  2014. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2015. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2016. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2017. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2018. } else if (cn_to_port > p_port) {
  2019. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2020. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2021. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2022. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2023. 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);
  2024. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port - 1);
  2025. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port - 1);
  2026. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port - 1);
  2027. }
  2028. }
  2029. }
  2030. undo_redo->add_do_method(node.ptr(), "remove_input_port", p_port);
  2031. 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));
  2032. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  2033. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  2034. undo_redo->commit_action();
  2035. }
  2036. void VisualShaderEditor::_remove_output_port(int p_node, int p_port) {
  2037. VisualShader::Type type = get_current_shader_type();
  2038. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  2039. if (node.is_null()) {
  2040. return;
  2041. }
  2042. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2043. undo_redo->create_action(TTR("Remove Output Port"));
  2044. List<VisualShader::Connection> conns;
  2045. visual_shader->get_node_connections(type, &conns);
  2046. for (const VisualShader::Connection &E : conns) {
  2047. int cn_from_node = E.from_node;
  2048. int cn_from_port = E.from_port;
  2049. int cn_to_node = E.to_node;
  2050. int cn_to_port = E.to_port;
  2051. if (cn_from_node == p_node) {
  2052. if (cn_from_port == p_port) {
  2053. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2054. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2055. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2056. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2057. } else if (cn_from_port > p_port) {
  2058. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2059. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2060. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2061. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2062. 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);
  2063. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port - 1, cn_to_node, cn_to_port);
  2064. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port - 1, cn_to_node, cn_to_port);
  2065. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port - 1, cn_to_node, cn_to_port);
  2066. }
  2067. }
  2068. }
  2069. int preview_port = node->get_output_port_for_preview();
  2070. if (preview_port != -1) {
  2071. if (preview_port == p_port) {
  2072. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", -1);
  2073. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  2074. } else if (preview_port > p_port) {
  2075. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - 1);
  2076. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  2077. }
  2078. }
  2079. undo_redo->add_do_method(node.ptr(), "remove_output_port", p_port);
  2080. 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));
  2081. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  2082. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  2083. undo_redo->commit_action();
  2084. }
  2085. void VisualShaderEditor::_expression_focus_out(Object *p_code_edit, int p_node) {
  2086. VisualShader::Type type = get_current_shader_type();
  2087. Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
  2088. if (node.is_null()) {
  2089. return;
  2090. }
  2091. CodeEdit *expression_box = Object::cast_to<CodeEdit>(p_code_edit);
  2092. if (node->get_expression() == expression_box->get_text()) {
  2093. return;
  2094. }
  2095. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2096. undo_redo->create_action(TTR("Set VisualShader Expression"));
  2097. undo_redo->add_do_method(node.ptr(), "set_expression", expression_box->get_text());
  2098. undo_redo->add_undo_method(node.ptr(), "set_expression", node->get_expression());
  2099. undo_redo->add_do_method(graph_plugin.ptr(), "set_expression", type, p_node, expression_box->get_text());
  2100. undo_redo->add_undo_method(graph_plugin.ptr(), "set_expression", type, p_node, node->get_expression());
  2101. undo_redo->commit_action();
  2102. }
  2103. void VisualShaderEditor::_set_node_size(int p_type, int p_node, const Vector2 &p_size) {
  2104. VisualShader::Type type = VisualShader::Type(p_type);
  2105. Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(type, p_node);
  2106. if (node.is_null()) {
  2107. return;
  2108. }
  2109. Size2 size = p_size;
  2110. if (!node->is_allow_v_resize()) {
  2111. size.y = 0;
  2112. }
  2113. node->set_size(size);
  2114. if (get_current_shader_type() == type) {
  2115. Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  2116. Control *text_box = nullptr;
  2117. if (!expression_node.is_null()) {
  2118. text_box = expression_node->is_ctrl_pressed(0);
  2119. if (text_box) {
  2120. text_box->set_custom_minimum_size(Size2(0, 0));
  2121. }
  2122. }
  2123. GraphElement *graph_element = nullptr;
  2124. Node *node2 = graph->get_node(itos(p_node));
  2125. graph_element = Object::cast_to<GraphElement>(node2);
  2126. if (!graph_element) {
  2127. return;
  2128. }
  2129. graph_element->set_custom_minimum_size(size);
  2130. graph_element->reset_size();
  2131. if (!expression_node.is_null() && text_box) {
  2132. Size2 box_size = size;
  2133. if (box_size.x < 150 * EDSCALE || box_size.y < 0) {
  2134. box_size.x = graph_element->get_size().x;
  2135. }
  2136. box_size.x -= text_box->get_offset(SIDE_LEFT);
  2137. box_size.x -= 28 * EDSCALE;
  2138. box_size.y -= text_box->get_offset(SIDE_TOP);
  2139. box_size.y -= 28 * EDSCALE;
  2140. text_box->set_custom_minimum_size(box_size);
  2141. text_box->reset_size();
  2142. }
  2143. }
  2144. }
  2145. void VisualShaderEditor::_node_resized(const Vector2 &p_new_size, int p_type, int p_node) {
  2146. Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(VisualShader::Type(p_type), p_node);
  2147. if (node.is_null()) {
  2148. return;
  2149. }
  2150. Vector2 new_size = p_new_size;
  2151. if (graph->is_snapping_enabled() ^ Input::get_singleton()->is_key_pressed(Key::CTRL)) {
  2152. new_size = new_size.snapped(Vector2(graph->get_snapping_distance(), graph->get_snapping_distance()));
  2153. }
  2154. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2155. undo_redo->create_action(TTR("Resize VisualShader Node"), UndoRedo::MERGE_ENDS);
  2156. undo_redo->add_do_method(this, "_set_node_size", p_type, p_node, new_size);
  2157. undo_redo->add_undo_method(this, "_set_node_size", p_type, p_node, node->get_size());
  2158. undo_redo->commit_action();
  2159. }
  2160. void VisualShaderEditor::_preview_select_port(int p_node, int p_port) {
  2161. VisualShader::Type type = get_current_shader_type();
  2162. Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
  2163. if (node.is_null()) {
  2164. return;
  2165. }
  2166. int prev_port = node->get_output_port_for_preview();
  2167. if (node->get_output_port_for_preview() == p_port) {
  2168. p_port = -1; //toggle it
  2169. }
  2170. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2171. undo_redo->create_action(p_port == -1 ? TTR("Hide Port Preview") : TTR("Show Port Preview"));
  2172. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", p_port);
  2173. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", prev_port);
  2174. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
  2175. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
  2176. undo_redo->commit_action();
  2177. }
  2178. void VisualShaderEditor::_comment_title_popup_show(const Point2 &p_position, int p_node_id) {
  2179. VisualShader::Type type = get_current_shader_type();
  2180. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, p_node_id);
  2181. if (node.is_null()) {
  2182. return;
  2183. }
  2184. comment_title_change_edit->set_text(node->get_title());
  2185. comment_title_change_popup->set_meta("id", p_node_id);
  2186. comment_title_change_popup->popup();
  2187. comment_title_change_popup->set_position(p_position);
  2188. }
  2189. void VisualShaderEditor::_comment_title_text_changed(const String &p_new_text) {
  2190. comment_title_change_edit->reset_size();
  2191. comment_title_change_popup->reset_size();
  2192. }
  2193. void VisualShaderEditor::_comment_title_text_submitted(const String &p_new_text) {
  2194. comment_title_change_popup->hide();
  2195. }
  2196. void VisualShaderEditor::_comment_title_popup_focus_out() {
  2197. comment_title_change_popup->hide();
  2198. }
  2199. void VisualShaderEditor::_comment_title_popup_hide() {
  2200. ERR_FAIL_COND(!comment_title_change_popup->has_meta("id"));
  2201. int node_id = (int)comment_title_change_popup->get_meta("id");
  2202. VisualShader::Type type = get_current_shader_type();
  2203. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, node_id);
  2204. ERR_FAIL_COND(node.is_null());
  2205. if (node->get_title() == comment_title_change_edit->get_text()) {
  2206. return; // nothing changed - ignored
  2207. }
  2208. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2209. undo_redo->create_action(TTR("Set Comment Title"));
  2210. undo_redo->add_do_method(node.ptr(), "set_title", comment_title_change_edit->get_text());
  2211. undo_redo->add_undo_method(node.ptr(), "set_title", node->get_title());
  2212. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  2213. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  2214. undo_redo->commit_action();
  2215. }
  2216. void VisualShaderEditor::_comment_desc_popup_show(const Point2 &p_position, int p_node_id) {
  2217. VisualShader::Type type = get_current_shader_type();
  2218. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, p_node_id);
  2219. if (node.is_null()) {
  2220. return;
  2221. }
  2222. comment_desc_change_edit->set_text(node->get_description());
  2223. comment_desc_change_popup->set_meta("id", p_node_id);
  2224. comment_desc_change_popup->reset_size();
  2225. comment_desc_change_popup->popup();
  2226. comment_desc_change_popup->set_position(p_position);
  2227. }
  2228. void VisualShaderEditor::_comment_desc_text_changed() {
  2229. comment_desc_change_edit->reset_size();
  2230. comment_desc_change_popup->reset_size();
  2231. }
  2232. void VisualShaderEditor::_comment_desc_confirm() {
  2233. comment_desc_change_popup->hide();
  2234. }
  2235. void VisualShaderEditor::_comment_desc_popup_hide() {
  2236. ERR_FAIL_COND(!comment_desc_change_popup->has_meta("id"));
  2237. int node_id = (int)comment_desc_change_popup->get_meta("id");
  2238. VisualShader::Type type = get_current_shader_type();
  2239. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, node_id);
  2240. ERR_FAIL_COND(node.is_null());
  2241. if (node->get_description() == comment_desc_change_edit->get_text()) {
  2242. return; // nothing changed - ignored
  2243. }
  2244. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2245. undo_redo->create_action(TTR("Set Comment Description"));
  2246. undo_redo->add_do_method(node.ptr(), "set_description", comment_desc_change_edit->get_text());
  2247. undo_redo->add_undo_method(node.ptr(), "set_description", node->get_title());
  2248. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  2249. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  2250. undo_redo->commit_action();
  2251. }
  2252. void VisualShaderEditor::_parameter_line_edit_changed(const String &p_text, int p_node_id) {
  2253. VisualShader::Type type = get_current_shader_type();
  2254. Ref<VisualShaderNodeParameter> node = visual_shader->get_node(type, p_node_id);
  2255. ERR_FAIL_COND(!node.is_valid());
  2256. String validated_name = visual_shader->validate_parameter_name(p_text, node);
  2257. if (validated_name == node->get_parameter_name()) {
  2258. return;
  2259. }
  2260. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2261. undo_redo->create_action(TTR("Set Parameter Name"));
  2262. undo_redo->add_do_method(node.ptr(), "set_parameter_name", validated_name);
  2263. undo_redo->add_undo_method(node.ptr(), "set_parameter_name", node->get_parameter_name());
  2264. undo_redo->add_do_method(graph_plugin.ptr(), "set_parameter_name", type, p_node_id, validated_name);
  2265. undo_redo->add_undo_method(graph_plugin.ptr(), "set_parameter_name", type, p_node_id, node->get_parameter_name());
  2266. undo_redo->add_do_method(graph_plugin.ptr(), "update_node_deferred", type, p_node_id);
  2267. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node_deferred", type, p_node_id);
  2268. undo_redo->add_do_method(this, "_update_parameters", true);
  2269. undo_redo->add_undo_method(this, "_update_parameters", true);
  2270. HashSet<String> changed_names;
  2271. changed_names.insert(node->get_parameter_name());
  2272. _update_parameter_refs(changed_names);
  2273. undo_redo->commit_action();
  2274. }
  2275. void VisualShaderEditor::_parameter_line_edit_focus_out(Object *line_edit, int p_node_id) {
  2276. _parameter_line_edit_changed(Object::cast_to<LineEdit>(line_edit)->get_text(), p_node_id);
  2277. }
  2278. void VisualShaderEditor::_port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output) {
  2279. if (!p_output) {
  2280. _change_input_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
  2281. } else {
  2282. _change_output_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
  2283. }
  2284. }
  2285. void VisualShaderEditor::_port_edited(const StringName &p_property, const Variant &p_value, const String &p_field, bool p_changing) {
  2286. VisualShader::Type type = get_current_shader_type();
  2287. Ref<VisualShaderNode> vsn = visual_shader->get_node(type, editing_node);
  2288. ERR_FAIL_COND(!vsn.is_valid());
  2289. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2290. undo_redo->create_action(TTR("Set Input Default Port"));
  2291. Ref<VisualShaderNodeCustom> custom = Object::cast_to<VisualShaderNodeCustom>(vsn.ptr());
  2292. if (custom.is_valid()) {
  2293. undo_redo->add_do_method(custom.ptr(), "_set_input_port_default_value", editing_port, p_value);
  2294. undo_redo->add_undo_method(custom.ptr(), "_set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
  2295. } else {
  2296. undo_redo->add_do_method(vsn.ptr(), "set_input_port_default_value", editing_port, p_value);
  2297. undo_redo->add_undo_method(vsn.ptr(), "set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
  2298. }
  2299. undo_redo->add_do_method(graph_plugin.ptr(), "set_input_port_default_value", type, editing_node, editing_port, p_value);
  2300. 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));
  2301. undo_redo->commit_action();
  2302. }
  2303. void VisualShaderEditor::_edit_port_default_input(Object *p_button, int p_node, int p_port) {
  2304. VisualShader::Type type = get_current_shader_type();
  2305. Ref<VisualShaderNode> vs_node = visual_shader->get_node(type, p_node);
  2306. Variant value = vs_node->get_input_port_default_value(p_port);
  2307. edited_property_holder->set_edited_property(value);
  2308. if (property_editor) {
  2309. property_editor->disconnect("property_changed", callable_mp(this, &VisualShaderEditor::_port_edited));
  2310. property_editor_popup->remove_child(property_editor);
  2311. }
  2312. // TODO: Define these properties with actual PropertyInfo and feed it to the property editor widget.
  2313. property_editor = EditorInspector::instantiate_property_editor(edited_property_holder.ptr(), value.get_type(), "edited_property", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE);
  2314. if (property_editor) {
  2315. property_editor->set_object_and_property(edited_property_holder.ptr(), "edited_property");
  2316. property_editor->update_property();
  2317. property_editor->set_name_split_ratio(0);
  2318. property_editor_popup->add_child(property_editor);
  2319. property_editor->connect("property_changed", callable_mp(this, &VisualShaderEditor::_port_edited));
  2320. Button *button = Object::cast_to<Button>(p_button);
  2321. if (button) {
  2322. property_editor_popup->set_position(button->get_screen_position() + Vector2(0, button->get_size().height) * graph->get_zoom());
  2323. }
  2324. property_editor_popup->reset_size();
  2325. if (button) {
  2326. property_editor_popup->popup();
  2327. } else {
  2328. property_editor_popup->popup_centered_ratio();
  2329. }
  2330. }
  2331. editing_node = p_node;
  2332. editing_port = p_port;
  2333. }
  2334. void VisualShaderEditor::_set_custom_node_option(int p_index, int p_node, int p_op) {
  2335. VisualShader::Type type = get_current_shader_type();
  2336. Ref<VisualShaderNodeCustom> node = visual_shader->get_node(type, p_node);
  2337. if (node.is_null()) {
  2338. return;
  2339. }
  2340. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2341. undo_redo->create_action(TTR("Set Custom Node Option"));
  2342. undo_redo->add_do_method(node.ptr(), "_set_option_index", p_op, p_index);
  2343. undo_redo->add_undo_method(node.ptr(), "_set_option_index", p_op, node->get_option_index(p_op));
  2344. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  2345. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  2346. undo_redo->commit_action();
  2347. }
  2348. void VisualShaderEditor::_setup_node(VisualShaderNode *p_node, const Vector<Variant> &p_ops) {
  2349. // INPUT
  2350. {
  2351. VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(p_node);
  2352. if (input) {
  2353. ERR_FAIL_COND(p_ops[0].get_type() != Variant::STRING);
  2354. input->set_input_name((String)p_ops[0]);
  2355. return;
  2356. }
  2357. }
  2358. // FLOAT_CONST
  2359. {
  2360. VisualShaderNodeFloatConstant *float_const = Object::cast_to<VisualShaderNodeFloatConstant>(p_node);
  2361. if (float_const) {
  2362. ERR_FAIL_COND(p_ops[0].get_type() != Variant::FLOAT);
  2363. float_const->set_constant((float)p_ops[0]);
  2364. return;
  2365. }
  2366. }
  2367. // FLOAT_OP
  2368. {
  2369. VisualShaderNodeFloatOp *floatOp = Object::cast_to<VisualShaderNodeFloatOp>(p_node);
  2370. if (floatOp) {
  2371. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2372. floatOp->set_operator((VisualShaderNodeFloatOp::Operator)(int)p_ops[0]);
  2373. return;
  2374. }
  2375. }
  2376. // FLOAT_FUNC
  2377. {
  2378. VisualShaderNodeFloatFunc *floatFunc = Object::cast_to<VisualShaderNodeFloatFunc>(p_node);
  2379. if (floatFunc) {
  2380. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2381. floatFunc->set_function((VisualShaderNodeFloatFunc::Function)(int)p_ops[0]);
  2382. return;
  2383. }
  2384. }
  2385. // VECTOR_OP
  2386. {
  2387. VisualShaderNodeVectorOp *vecOp = Object::cast_to<VisualShaderNodeVectorOp>(p_node);
  2388. if (vecOp) {
  2389. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2390. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  2391. vecOp->set_operator((VisualShaderNodeVectorOp::Operator)(int)p_ops[0]);
  2392. vecOp->set_op_type((VisualShaderNodeVectorOp::OpType)(int)p_ops[1]);
  2393. return;
  2394. }
  2395. }
  2396. // VECTOR_FUNC
  2397. {
  2398. VisualShaderNodeVectorFunc *vecFunc = Object::cast_to<VisualShaderNodeVectorFunc>(p_node);
  2399. if (vecFunc) {
  2400. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2401. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  2402. vecFunc->set_function((VisualShaderNodeVectorFunc::Function)(int)p_ops[0]);
  2403. vecFunc->set_op_type((VisualShaderNodeVectorFunc::OpType)(int)p_ops[1]);
  2404. return;
  2405. }
  2406. }
  2407. // COLOR_OP
  2408. {
  2409. VisualShaderNodeColorOp *colorOp = Object::cast_to<VisualShaderNodeColorOp>(p_node);
  2410. if (colorOp) {
  2411. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2412. colorOp->set_operator((VisualShaderNodeColorOp::Operator)(int)p_ops[0]);
  2413. return;
  2414. }
  2415. }
  2416. // COLOR_FUNC
  2417. {
  2418. VisualShaderNodeColorFunc *colorFunc = Object::cast_to<VisualShaderNodeColorFunc>(p_node);
  2419. if (colorFunc) {
  2420. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2421. colorFunc->set_function((VisualShaderNodeColorFunc::Function)(int)p_ops[0]);
  2422. return;
  2423. }
  2424. }
  2425. // INT_OP
  2426. {
  2427. VisualShaderNodeIntOp *intOp = Object::cast_to<VisualShaderNodeIntOp>(p_node);
  2428. if (intOp) {
  2429. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2430. intOp->set_operator((VisualShaderNodeIntOp::Operator)(int)p_ops[0]);
  2431. return;
  2432. }
  2433. }
  2434. // INT_FUNC
  2435. {
  2436. VisualShaderNodeIntFunc *intFunc = Object::cast_to<VisualShaderNodeIntFunc>(p_node);
  2437. if (intFunc) {
  2438. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2439. intFunc->set_function((VisualShaderNodeIntFunc::Function)(int)p_ops[0]);
  2440. return;
  2441. }
  2442. }
  2443. // UINT_OP
  2444. {
  2445. VisualShaderNodeUIntOp *uintOp = Object::cast_to<VisualShaderNodeUIntOp>(p_node);
  2446. if (uintOp) {
  2447. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2448. uintOp->set_operator((VisualShaderNodeUIntOp::Operator)(int)p_ops[0]);
  2449. return;
  2450. }
  2451. }
  2452. // UINT_FUNC
  2453. {
  2454. VisualShaderNodeUIntFunc *uintFunc = Object::cast_to<VisualShaderNodeUIntFunc>(p_node);
  2455. if (uintFunc) {
  2456. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2457. uintFunc->set_function((VisualShaderNodeUIntFunc::Function)(int)p_ops[0]);
  2458. return;
  2459. }
  2460. }
  2461. // TRANSFORM_OP
  2462. {
  2463. VisualShaderNodeTransformOp *matOp = Object::cast_to<VisualShaderNodeTransformOp>(p_node);
  2464. if (matOp) {
  2465. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2466. matOp->set_operator((VisualShaderNodeTransformOp::Operator)(int)p_ops[0]);
  2467. return;
  2468. }
  2469. }
  2470. // TRANSFORM_FUNC
  2471. {
  2472. VisualShaderNodeTransformFunc *matFunc = Object::cast_to<VisualShaderNodeTransformFunc>(p_node);
  2473. if (matFunc) {
  2474. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2475. matFunc->set_function((VisualShaderNodeTransformFunc::Function)(int)p_ops[0]);
  2476. return;
  2477. }
  2478. }
  2479. // VECTOR_COMPOSE
  2480. {
  2481. VisualShaderNodeVectorCompose *vecCompose = Object::cast_to<VisualShaderNodeVectorCompose>(p_node);
  2482. if (vecCompose) {
  2483. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2484. vecCompose->set_op_type((VisualShaderNodeVectorCompose::OpType)(int)p_ops[0]);
  2485. return;
  2486. }
  2487. }
  2488. // VECTOR_DECOMPOSE
  2489. {
  2490. VisualShaderNodeVectorDecompose *vecDecompose = Object::cast_to<VisualShaderNodeVectorDecompose>(p_node);
  2491. if (vecDecompose) {
  2492. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2493. vecDecompose->set_op_type((VisualShaderNodeVectorDecompose::OpType)(int)p_ops[0]);
  2494. return;
  2495. }
  2496. }
  2497. // UV_FUNC
  2498. {
  2499. VisualShaderNodeUVFunc *uvFunc = Object::cast_to<VisualShaderNodeUVFunc>(p_node);
  2500. if (uvFunc) {
  2501. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2502. uvFunc->set_function((VisualShaderNodeUVFunc::Function)(int)p_ops[0]);
  2503. return;
  2504. }
  2505. }
  2506. // IS
  2507. {
  2508. VisualShaderNodeIs *is = Object::cast_to<VisualShaderNodeIs>(p_node);
  2509. if (is) {
  2510. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2511. is->set_function((VisualShaderNodeIs::Function)(int)p_ops[0]);
  2512. return;
  2513. }
  2514. }
  2515. // COMPARE
  2516. {
  2517. VisualShaderNodeCompare *cmp = Object::cast_to<VisualShaderNodeCompare>(p_node);
  2518. if (cmp) {
  2519. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2520. cmp->set_function((VisualShaderNodeCompare::Function)(int)p_ops[0]);
  2521. return;
  2522. }
  2523. }
  2524. // DISTANCE
  2525. {
  2526. VisualShaderNodeVectorDistance *dist = Object::cast_to<VisualShaderNodeVectorDistance>(p_node);
  2527. if (dist) {
  2528. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2529. dist->set_op_type((VisualShaderNodeVectorDistance::OpType)(int)p_ops[0]);
  2530. return;
  2531. }
  2532. }
  2533. // DERIVATIVE
  2534. {
  2535. VisualShaderNodeDerivativeFunc *derFunc = Object::cast_to<VisualShaderNodeDerivativeFunc>(p_node);
  2536. if (derFunc) {
  2537. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2538. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  2539. derFunc->set_function((VisualShaderNodeDerivativeFunc::Function)(int)p_ops[0]);
  2540. derFunc->set_op_type((VisualShaderNodeDerivativeFunc::OpType)(int)p_ops[1]);
  2541. return;
  2542. }
  2543. }
  2544. // MIX
  2545. {
  2546. VisualShaderNodeMix *mix = Object::cast_to<VisualShaderNodeMix>(p_node);
  2547. if (mix) {
  2548. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2549. mix->set_op_type((VisualShaderNodeMix::OpType)(int)p_ops[0]);
  2550. return;
  2551. }
  2552. }
  2553. // CLAMP
  2554. {
  2555. VisualShaderNodeClamp *clampFunc = Object::cast_to<VisualShaderNodeClamp>(p_node);
  2556. if (clampFunc) {
  2557. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2558. clampFunc->set_op_type((VisualShaderNodeClamp::OpType)(int)p_ops[0]);
  2559. return;
  2560. }
  2561. }
  2562. // SWITCH
  2563. {
  2564. VisualShaderNodeSwitch *switchFunc = Object::cast_to<VisualShaderNodeSwitch>(p_node);
  2565. if (switchFunc) {
  2566. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2567. switchFunc->set_op_type((VisualShaderNodeSwitch::OpType)(int)p_ops[0]);
  2568. return;
  2569. }
  2570. }
  2571. // FACEFORWARD
  2572. {
  2573. VisualShaderNodeFaceForward *faceForward = Object::cast_to<VisualShaderNodeFaceForward>(p_node);
  2574. if (faceForward) {
  2575. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2576. faceForward->set_op_type((VisualShaderNodeFaceForward::OpType)(int)p_ops[0]);
  2577. return;
  2578. }
  2579. }
  2580. // LENGTH
  2581. {
  2582. VisualShaderNodeVectorLen *length = Object::cast_to<VisualShaderNodeVectorLen>(p_node);
  2583. if (length) {
  2584. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2585. length->set_op_type((VisualShaderNodeVectorLen::OpType)(int)p_ops[0]);
  2586. return;
  2587. }
  2588. }
  2589. // SMOOTHSTEP
  2590. {
  2591. VisualShaderNodeSmoothStep *smoothStepFunc = Object::cast_to<VisualShaderNodeSmoothStep>(p_node);
  2592. if (smoothStepFunc) {
  2593. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2594. smoothStepFunc->set_op_type((VisualShaderNodeSmoothStep::OpType)(int)p_ops[0]);
  2595. return;
  2596. }
  2597. }
  2598. // STEP
  2599. {
  2600. VisualShaderNodeStep *stepFunc = Object::cast_to<VisualShaderNodeStep>(p_node);
  2601. if (stepFunc) {
  2602. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2603. stepFunc->set_op_type((VisualShaderNodeStep::OpType)(int)p_ops[0]);
  2604. return;
  2605. }
  2606. }
  2607. // MULTIPLY_ADD
  2608. {
  2609. VisualShaderNodeMultiplyAdd *fmaFunc = Object::cast_to<VisualShaderNodeMultiplyAdd>(p_node);
  2610. if (fmaFunc) {
  2611. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2612. fmaFunc->set_op_type((VisualShaderNodeMultiplyAdd::OpType)(int)p_ops[0]);
  2613. }
  2614. }
  2615. }
  2616. void VisualShaderEditor::_add_node(int p_idx, const Vector<Variant> &p_ops, String p_resource_path, int p_node_idx) {
  2617. ERR_FAIL_INDEX(p_idx, add_options.size());
  2618. VisualShader::Type type = get_current_shader_type();
  2619. Ref<VisualShaderNode> vsnode;
  2620. bool is_custom = add_options[p_idx].is_custom;
  2621. if (!is_custom && !add_options[p_idx].type.is_empty()) {
  2622. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[p_idx].type));
  2623. ERR_FAIL_NULL(vsn);
  2624. if (!p_ops.is_empty()) {
  2625. _setup_node(vsn, p_ops);
  2626. }
  2627. VisualShaderNodeParameterRef *parameter_ref = Object::cast_to<VisualShaderNodeParameterRef>(vsn);
  2628. if (parameter_ref && to_node != -1 && to_slot != -1) {
  2629. VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
  2630. bool success = false;
  2631. for (int i = 0; i < parameter_ref->get_parameters_count(); i++) {
  2632. if (parameter_ref->get_port_type_by_index(i) == input_port_type) {
  2633. parameter_ref->set_parameter_name(parameter_ref->get_parameter_name_by_index(i));
  2634. success = true;
  2635. break;
  2636. }
  2637. }
  2638. if (!success) {
  2639. for (int i = 0; i < parameter_ref->get_parameters_count(); i++) {
  2640. if (visual_shader->is_port_types_compatible(parameter_ref->get_port_type_by_index(i), input_port_type)) {
  2641. parameter_ref->set_parameter_name(parameter_ref->get_parameter_name_by_index(i));
  2642. break;
  2643. }
  2644. }
  2645. }
  2646. }
  2647. vsnode = Ref<VisualShaderNode>(vsn);
  2648. } else {
  2649. StringName base_type;
  2650. bool is_native = add_options[p_idx].is_native;
  2651. if (is_native) {
  2652. base_type = add_options[p_idx].type;
  2653. } else {
  2654. ERR_FAIL_COND(add_options[p_idx].script.is_null());
  2655. base_type = add_options[p_idx].script->get_instance_base_type();
  2656. }
  2657. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(base_type));
  2658. ERR_FAIL_NULL(vsn);
  2659. vsnode = Ref<VisualShaderNode>(vsn);
  2660. if (!is_native) {
  2661. vsnode->set_script(add_options[p_idx].script);
  2662. }
  2663. VisualShaderNodeCustom *custom_node = Object::cast_to<VisualShaderNodeCustom>(vsn);
  2664. ERR_FAIL_NULL(custom_node);
  2665. custom_node->update_property_default_values();
  2666. custom_node->update_input_port_default_values();
  2667. custom_node->update_properties();
  2668. }
  2669. bool is_texture2d = (Object::cast_to<VisualShaderNodeTexture>(vsnode.ptr()) != nullptr);
  2670. bool is_texture3d = (Object::cast_to<VisualShaderNodeTexture3D>(vsnode.ptr()) != nullptr);
  2671. bool is_texture2d_array = (Object::cast_to<VisualShaderNodeTexture2DArray>(vsnode.ptr()) != nullptr);
  2672. bool is_cubemap = (Object::cast_to<VisualShaderNodeCubemap>(vsnode.ptr()) != nullptr);
  2673. bool is_curve = (Object::cast_to<VisualShaderNodeCurveTexture>(vsnode.ptr()) != nullptr);
  2674. bool is_curve_xyz = (Object::cast_to<VisualShaderNodeCurveXYZTexture>(vsnode.ptr()) != nullptr);
  2675. bool is_parameter = (Object::cast_to<VisualShaderNodeParameter>(vsnode.ptr()) != nullptr);
  2676. Point2 position = graph->get_scroll_offset();
  2677. if (saved_node_pos_dirty) {
  2678. position += saved_node_pos;
  2679. } else {
  2680. position += graph->get_size() * 0.5;
  2681. position /= EDSCALE;
  2682. }
  2683. position /= graph->get_zoom();
  2684. saved_node_pos_dirty = false;
  2685. int id_to_use = visual_shader->get_valid_node_id(type);
  2686. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2687. if (p_resource_path.is_empty()) {
  2688. undo_redo->create_action(TTR("Add Node to Visual Shader"));
  2689. } else {
  2690. id_to_use += p_node_idx;
  2691. }
  2692. undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, vsnode, position, id_to_use);
  2693. undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_to_use);
  2694. undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_to_use, false);
  2695. undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_to_use, false);
  2696. VisualShaderNodeExpression *expr = Object::cast_to<VisualShaderNodeExpression>(vsnode.ptr());
  2697. if (expr) {
  2698. expr->set_size(Size2(250 * EDSCALE, 150 * EDSCALE));
  2699. }
  2700. bool created_expression_port = false;
  2701. // A node is inserted in an already present connection.
  2702. if (from_node != -1 && from_slot != -1 && to_node != -1 && to_slot != -1) {
  2703. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, to_node, to_slot);
  2704. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, to_node, to_slot);
  2705. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, to_node, to_slot);
  2706. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, to_node, to_slot);
  2707. }
  2708. // Create a connection from the new node to an input port of an existing one.
  2709. if (to_node != -1 && to_slot != -1) {
  2710. VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
  2711. if (expr && expr->is_editable() && input_port_type != VisualShaderNode::PORT_TYPE_SAMPLER) {
  2712. expr->add_output_port(0, input_port_type, "output0");
  2713. String initial_expression_code;
  2714. switch (input_port_type) {
  2715. case VisualShaderNode::PORT_TYPE_SCALAR:
  2716. initial_expression_code = "output0 = 1.0;";
  2717. break;
  2718. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  2719. initial_expression_code = "output0 = 1;";
  2720. break;
  2721. case VisualShaderNode::PORT_TYPE_SCALAR_UINT:
  2722. initial_expression_code = "output0 = 1u;";
  2723. break;
  2724. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  2725. initial_expression_code = "output0 = vec2(1.0, 1.0);";
  2726. break;
  2727. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  2728. initial_expression_code = "output0 = vec3(1.0, 1.0, 1.0);";
  2729. break;
  2730. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  2731. initial_expression_code = "output0 = vec4(1.0, 1.0, 1.0, 1.0);";
  2732. break;
  2733. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  2734. initial_expression_code = "output0 = true;";
  2735. break;
  2736. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  2737. initial_expression_code = "output0 = mat4(1.0);";
  2738. break;
  2739. default:
  2740. break;
  2741. }
  2742. expr->set_expression(initial_expression_code);
  2743. expr->set_size(Size2(500 * EDSCALE, 200 * EDSCALE));
  2744. created_expression_port = true;
  2745. }
  2746. if (vsnode->get_output_port_count() > 0 || created_expression_port) {
  2747. int _from_node = id_to_use;
  2748. if (created_expression_port) {
  2749. int _from_slot = 0;
  2750. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2751. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2752. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2753. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2754. } else {
  2755. // Need to setting up Input node properly before committing since `is_port_types_compatible` (calling below) is using `mode` and `shader_type`.
  2756. VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(vsnode.ptr());
  2757. if (input) {
  2758. input->set_shader_mode(visual_shader->get_mode());
  2759. input->set_shader_type(visual_shader->get_shader_type());
  2760. }
  2761. // Attempting to connect to the first correct port.
  2762. for (int i = 0; i < vsnode->get_output_port_count(); i++) {
  2763. if (visual_shader->is_port_types_compatible(vsnode->get_output_port_type(i), input_port_type)) {
  2764. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
  2765. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
  2766. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
  2767. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
  2768. break;
  2769. }
  2770. }
  2771. }
  2772. }
  2773. }
  2774. // Create a connection from the output port of an existing node to the new one.
  2775. if (from_node != -1 && from_slot != -1) {
  2776. VisualShaderNode::PortType output_port_type = visual_shader->get_node(type, from_node)->get_output_port_type(from_slot);
  2777. if (expr && expr->is_editable()) {
  2778. expr->add_input_port(0, output_port_type, "input0");
  2779. created_expression_port = true;
  2780. }
  2781. if (vsnode->get_input_port_count() > 0 || created_expression_port) {
  2782. int _to_node = id_to_use;
  2783. if (created_expression_port) {
  2784. int _to_slot = 0;
  2785. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2786. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2787. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2788. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2789. } else {
  2790. int _to_slot = -1;
  2791. // Attempting to connect to the default input port or to the first correct port (if it's not found).
  2792. for (int i = 0; i < vsnode->get_input_port_count(); i++) {
  2793. if (visual_shader->is_port_types_compatible(output_port_type, vsnode->get_input_port_type(i))) {
  2794. if (i == vsnode->get_default_input_port(output_port_type)) {
  2795. _to_slot = i;
  2796. break;
  2797. } else if (_to_slot == -1) {
  2798. _to_slot = i;
  2799. }
  2800. }
  2801. }
  2802. if (_to_slot >= 0) {
  2803. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2804. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2805. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2806. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2807. }
  2808. }
  2809. if (output_port_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  2810. if (is_texture2d) {
  2811. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeTexture::SOURCE_PORT);
  2812. }
  2813. if (is_texture3d || is_texture2d_array) {
  2814. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeSample3D::SOURCE_PORT);
  2815. }
  2816. if (is_cubemap) {
  2817. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeCubemap::SOURCE_PORT);
  2818. }
  2819. }
  2820. }
  2821. }
  2822. _member_cancel();
  2823. if (is_parameter) {
  2824. undo_redo->add_do_method(this, "_update_parameters", true);
  2825. undo_redo->add_undo_method(this, "_update_parameters", true);
  2826. }
  2827. if (is_curve) {
  2828. callable_mp(graph_plugin.ptr(), &VisualShaderGraphPlugin::update_curve).call_deferred(id_to_use);
  2829. }
  2830. if (is_curve_xyz) {
  2831. callable_mp(graph_plugin.ptr(), &VisualShaderGraphPlugin::update_curve_xyz).call_deferred(id_to_use);
  2832. }
  2833. if (p_resource_path.is_empty()) {
  2834. undo_redo->commit_action();
  2835. } else {
  2836. //post-initialization
  2837. if (is_texture2d || is_texture3d || is_curve || is_curve_xyz) {
  2838. undo_redo->add_do_method(vsnode.ptr(), "set_texture", ResourceLoader::load(p_resource_path));
  2839. return;
  2840. }
  2841. if (is_cubemap) {
  2842. undo_redo->add_do_method(vsnode.ptr(), "set_cube_map", ResourceLoader::load(p_resource_path));
  2843. return;
  2844. }
  2845. if (is_texture2d_array) {
  2846. undo_redo->add_do_method(vsnode.ptr(), "set_texture_array", ResourceLoader::load(p_resource_path));
  2847. }
  2848. }
  2849. }
  2850. void VisualShaderEditor::_add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type) {
  2851. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2852. undo_redo->create_action(vformat(TTR("Add Varying to Visual Shader: %s"), p_name));
  2853. undo_redo->add_do_method(visual_shader.ptr(), "add_varying", p_name, p_mode, p_type);
  2854. undo_redo->add_undo_method(visual_shader.ptr(), "remove_varying", p_name);
  2855. undo_redo->add_do_method(this, "_update_varyings");
  2856. undo_redo->add_undo_method(this, "_update_varyings");
  2857. for (int i = 0; i <= VisualShader::TYPE_LIGHT; i++) {
  2858. if (p_mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT && i == 0) {
  2859. continue;
  2860. }
  2861. VisualShader::Type type = VisualShader::Type(i);
  2862. Vector<int> nodes = visual_shader->get_node_list(type);
  2863. for (int j = 0; j < nodes.size(); j++) {
  2864. int node_id = nodes[j];
  2865. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
  2866. Ref<VisualShaderNodeVarying> var = vsnode;
  2867. if (var.is_valid()) {
  2868. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, node_id);
  2869. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, node_id);
  2870. }
  2871. }
  2872. }
  2873. undo_redo->add_do_method(this, "_update_varying_tree");
  2874. undo_redo->add_undo_method(this, "_update_varying_tree");
  2875. undo_redo->commit_action();
  2876. }
  2877. void VisualShaderEditor::_remove_varying(const String &p_name) {
  2878. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2879. undo_redo->create_action(vformat(TTR("Remove Varying from Visual Shader: %s"), p_name));
  2880. VisualShader::VaryingMode var_mode = visual_shader->get_varying_mode(p_name);
  2881. undo_redo->add_do_method(visual_shader.ptr(), "remove_varying", p_name);
  2882. undo_redo->add_undo_method(visual_shader.ptr(), "add_varying", p_name, var_mode, visual_shader->get_varying_type(p_name));
  2883. undo_redo->add_do_method(this, "_update_varyings");
  2884. undo_redo->add_undo_method(this, "_update_varyings");
  2885. for (int i = 0; i <= VisualShader::TYPE_LIGHT; i++) {
  2886. if (var_mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT && i == 0) {
  2887. continue;
  2888. }
  2889. VisualShader::Type type = VisualShader::Type(i);
  2890. Vector<int> nodes = visual_shader->get_node_list(type);
  2891. for (int j = 0; j < nodes.size(); j++) {
  2892. int node_id = nodes[j];
  2893. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
  2894. Ref<VisualShaderNodeVarying> var = vsnode;
  2895. if (var.is_valid()) {
  2896. String var_name = var->get_varying_name();
  2897. if (var_name == p_name) {
  2898. undo_redo->add_do_method(var.ptr(), "set_varying_name", "[None]");
  2899. undo_redo->add_undo_method(var.ptr(), "set_varying_name", var_name);
  2900. undo_redo->add_do_method(var.ptr(), "set_varying_type", VisualShader::VARYING_TYPE_FLOAT);
  2901. undo_redo->add_undo_method(var.ptr(), "set_varying_type", var->get_varying_type());
  2902. }
  2903. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, node_id);
  2904. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, node_id);
  2905. }
  2906. }
  2907. List<VisualShader::Connection> node_connections;
  2908. visual_shader->get_node_connections(type, &node_connections);
  2909. for (VisualShader::Connection &E : node_connections) {
  2910. Ref<VisualShaderNodeVaryingGetter> var_getter = Object::cast_to<VisualShaderNodeVaryingGetter>(visual_shader->get_node(type, E.from_node).ptr());
  2911. if (var_getter.is_valid() && E.from_port > 0) {
  2912. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2913. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2914. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2915. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2916. }
  2917. Ref<VisualShaderNodeVaryingSetter> var_setter = Object::cast_to<VisualShaderNodeVaryingSetter>(visual_shader->get_node(type, E.to_node).ptr());
  2918. if (var_setter.is_valid() && E.to_port > 0) {
  2919. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2920. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2921. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2922. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2923. }
  2924. }
  2925. }
  2926. undo_redo->add_do_method(this, "_update_varying_tree");
  2927. undo_redo->add_undo_method(this, "_update_varying_tree");
  2928. undo_redo->commit_action();
  2929. }
  2930. void VisualShaderEditor::_update_varyings() {
  2931. VisualShaderNodeVarying::clear_varyings();
  2932. for (int i = 0; i < visual_shader->get_varyings_count(); i++) {
  2933. const VisualShader::Varying *var = visual_shader->get_varying_by_index(i);
  2934. if (var != nullptr) {
  2935. VisualShaderNodeVarying::add_varying(var->name, var->mode, var->type);
  2936. }
  2937. }
  2938. }
  2939. void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node) {
  2940. VisualShader::Type type = get_current_shader_type();
  2941. drag_buffer.push_back({ type, p_node, p_from, p_to });
  2942. if (!drag_dirty) {
  2943. callable_mp(this, &VisualShaderEditor::_nodes_dragged).call_deferred();
  2944. }
  2945. drag_dirty = true;
  2946. }
  2947. void VisualShaderEditor::_nodes_dragged() {
  2948. drag_dirty = false;
  2949. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2950. undo_redo->create_action(TTR("Node(s) Moved"));
  2951. for (const DragOp &E : drag_buffer) {
  2952. undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.to);
  2953. undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.from);
  2954. undo_redo->add_do_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.to);
  2955. undo_redo->add_undo_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.from);
  2956. }
  2957. undo_redo->commit_action();
  2958. _handle_node_drop_on_connection();
  2959. drag_buffer.clear();
  2960. }
  2961. void VisualShaderEditor::_connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
  2962. VisualShader::Type type = get_current_shader_type();
  2963. int from = p_from.to_int();
  2964. int to = p_to.to_int();
  2965. if (!visual_shader->can_connect_nodes(type, from, p_from_index, to, p_to_index)) {
  2966. return;
  2967. }
  2968. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2969. undo_redo->create_action(TTR("Nodes Connected"));
  2970. List<VisualShader::Connection> conns;
  2971. visual_shader->get_node_connections(type, &conns);
  2972. for (const VisualShader::Connection &E : conns) {
  2973. if (E.to_node == to && E.to_port == p_to_index) {
  2974. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2975. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2976. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2977. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2978. }
  2979. }
  2980. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2981. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2982. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2983. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2984. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2985. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2986. undo_redo->commit_action();
  2987. }
  2988. void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
  2989. graph->disconnect_node(p_from, p_from_index, p_to, p_to_index);
  2990. VisualShader::Type type = get_current_shader_type();
  2991. int from = p_from.to_int();
  2992. int to = p_to.to_int();
  2993. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2994. undo_redo->create_action(TTR("Nodes Disconnected"));
  2995. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2996. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2997. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2998. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2999. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
  3000. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
  3001. undo_redo->commit_action();
  3002. }
  3003. void VisualShaderEditor::_connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position) {
  3004. from_node = p_from.to_int();
  3005. from_slot = p_from_slot;
  3006. VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
  3007. VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
  3008. Ref<VisualShaderNode> node = visual_shader->get_node(get_current_shader_type(), from_node);
  3009. if (node.is_valid()) {
  3010. output_port_type = node->get_output_port_type(from_slot);
  3011. }
  3012. _show_members_dialog(true, input_port_type, output_port_type);
  3013. }
  3014. void VisualShaderEditor::_connection_from_empty(const String &p_to, int p_to_slot, const Vector2 &p_release_position) {
  3015. to_node = p_to.to_int();
  3016. to_slot = p_to_slot;
  3017. VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
  3018. VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
  3019. Ref<VisualShaderNode> node = visual_shader->get_node(get_current_shader_type(), to_node);
  3020. if (node.is_valid()) {
  3021. input_port_type = node->get_input_port_type(to_slot);
  3022. }
  3023. _show_members_dialog(true, input_port_type, output_port_type);
  3024. }
  3025. bool VisualShaderEditor::_check_node_drop_on_connection(const Vector2 &p_position, Ref<GraphEdit::Connection> *r_closest_connection, int *r_from_port, int *r_to_port) {
  3026. VisualShader::Type shader_type = get_current_shader_type();
  3027. // Get selected graph node.
  3028. Ref<VisualShaderNode> selected_vsnode;
  3029. int selected_node_id = -1;
  3030. int selected_node_count = 0;
  3031. Rect2 selected_node_rect;
  3032. for (int i = 0; i < graph->get_child_count(); i++) {
  3033. GraphNode *graph_node = Object::cast_to<GraphNode>(graph->get_child(i));
  3034. if (graph_node && graph_node->is_selected()) {
  3035. selected_node_id = String(graph_node->get_name()).to_int();
  3036. Ref<VisualShaderNode> vsnode = visual_shader->get_node(shader_type, selected_node_id);
  3037. if (!vsnode->is_closable()) {
  3038. continue;
  3039. }
  3040. selected_node_count += 1;
  3041. Ref<VisualShaderNode> node = visual_shader->get_node(shader_type, selected_node_id);
  3042. selected_vsnode = node;
  3043. selected_node_rect = graph_node->get_rect();
  3044. }
  3045. }
  3046. // Only a single node - which has both input and output ports but is not connected yet - can be inserted.
  3047. if (selected_node_count != 1 || !selected_vsnode.is_valid()) {
  3048. return false;
  3049. }
  3050. // Check whether the dragged node was dropped over a connection.
  3051. List<Ref<GraphEdit::Connection>> intersecting_connections = graph->get_connections_intersecting_with_rect(selected_node_rect);
  3052. if (intersecting_connections.is_empty()) {
  3053. return false;
  3054. }
  3055. Ref<GraphEdit::Connection> intersecting_connection = intersecting_connections.front()->get();
  3056. if (selected_vsnode->is_any_port_connected() || selected_vsnode->get_input_port_count() == 0 || selected_vsnode->get_output_port_count() == 0) {
  3057. return false;
  3058. }
  3059. VisualShaderNode::PortType original_port_type_from = visual_shader->get_node(shader_type, String(intersecting_connection->from_node).to_int())->get_output_port_type(intersecting_connection->from_port);
  3060. VisualShaderNode::PortType original_port_type_to = visual_shader->get_node(shader_type, String(intersecting_connection->to_node).to_int())->get_input_port_type(intersecting_connection->to_port);
  3061. // Searching for the default port or the first compatible input port of the node to insert.
  3062. int _to_port = -1;
  3063. for (int i = 0; i < selected_vsnode->get_input_port_count(); i++) {
  3064. if (visual_shader->is_port_types_compatible(original_port_type_from, selected_vsnode->get_input_port_type(i))) {
  3065. if (i == selected_vsnode->get_default_input_port(original_port_type_from)) {
  3066. _to_port = i;
  3067. break;
  3068. } else if (_to_port == -1) {
  3069. _to_port = i;
  3070. }
  3071. }
  3072. }
  3073. // Searching for the first compatible output port of the node to insert.
  3074. int _from_port = -1;
  3075. for (int i = 0; i < selected_vsnode->get_output_port_count(); i++) {
  3076. if (visual_shader->is_port_types_compatible(selected_vsnode->get_output_port_type(i), original_port_type_to)) {
  3077. _from_port = i;
  3078. break;
  3079. }
  3080. }
  3081. if (_to_port == -1 || _from_port == -1) {
  3082. return false;
  3083. }
  3084. if (r_closest_connection != nullptr) {
  3085. *r_closest_connection = intersecting_connection;
  3086. }
  3087. if (r_from_port != nullptr) {
  3088. *r_from_port = _from_port;
  3089. }
  3090. if (r_to_port != nullptr) {
  3091. *r_to_port = _to_port;
  3092. }
  3093. return true;
  3094. }
  3095. void VisualShaderEditor::_handle_node_drop_on_connection() {
  3096. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  3097. undo_redo->create_action(TTR("Insert node"));
  3098. // Check whether the dragged node was dropped over a connection.
  3099. Ref<GraphEdit::Connection> closest_connection;
  3100. int _from_port = -1;
  3101. int _to_port = -1;
  3102. if (!_check_node_drop_on_connection(graph->get_local_mouse_position(), &closest_connection, &_from_port, &_to_port)) {
  3103. return;
  3104. }
  3105. int selected_node_id = drag_buffer[0].node;
  3106. VisualShader::Type shader_type = get_current_shader_type();
  3107. Ref<VisualShaderNode> selected_vsnode = visual_shader->get_node(shader_type, selected_node_id);
  3108. // Delete the old connection.
  3109. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
  3110. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
  3111. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
  3112. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
  3113. // Add the connection to the dropped node.
  3114. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, selected_node_id, _to_port);
  3115. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, selected_node_id, _to_port);
  3116. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, selected_node_id, _to_port);
  3117. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, selected_node_id, _to_port);
  3118. // Add the connection from the dropped node.
  3119. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", shader_type, selected_node_id, _from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
  3120. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", shader_type, selected_node_id, _from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
  3121. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", shader_type, selected_node_id, _from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
  3122. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", shader_type, selected_node_id, _from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
  3123. undo_redo->commit_action();
  3124. call_deferred(SNAME("_update_graph"));
  3125. }
  3126. void VisualShaderEditor::_delete_nodes(int p_type, const List<int> &p_nodes) {
  3127. VisualShader::Type type = VisualShader::Type(p_type);
  3128. List<VisualShader::Connection> conns;
  3129. visual_shader->get_node_connections(type, &conns);
  3130. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  3131. for (const int &F : p_nodes) {
  3132. for (const VisualShader::Connection &E : conns) {
  3133. if (E.from_node == F || E.to_node == F) {
  3134. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3135. }
  3136. }
  3137. }
  3138. HashSet<String> parameter_names;
  3139. for (const int &F : p_nodes) {
  3140. Ref<VisualShaderNode> node = visual_shader->get_node(type, F);
  3141. undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, F);
  3142. undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, node, visual_shader->get_node_position(type, F), F);
  3143. undo_redo->add_undo_method(graph_plugin.ptr(), "add_node", type, F, false);
  3144. VisualShaderNodeParameter *parameter = Object::cast_to<VisualShaderNodeParameter>(node.ptr());
  3145. if (parameter) {
  3146. parameter_names.insert(parameter->get_parameter_name());
  3147. }
  3148. }
  3149. List<VisualShader::Connection> used_conns;
  3150. for (const int &F : p_nodes) {
  3151. for (const VisualShader::Connection &E : conns) {
  3152. if (E.from_node == F || E.to_node == F) {
  3153. bool cancel = false;
  3154. for (List<VisualShader::Connection>::Element *R = used_conns.front(); R; R = R->next()) {
  3155. 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) {
  3156. cancel = true; // to avoid ERR_ALREADY_EXISTS warning
  3157. break;
  3158. }
  3159. }
  3160. if (!cancel) {
  3161. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3162. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3163. used_conns.push_back(E);
  3164. }
  3165. }
  3166. }
  3167. }
  3168. // Delete nodes from the graph.
  3169. for (const int &F : p_nodes) {
  3170. undo_redo->add_do_method(graph_plugin.ptr(), "remove_node", type, F, false);
  3171. }
  3172. // Update parameter refs if any parameter has been deleted.
  3173. if (parameter_names.size() > 0) {
  3174. undo_redo->add_do_method(this, "_update_parameters", true);
  3175. undo_redo->add_undo_method(this, "_update_parameters", true);
  3176. _update_parameter_refs(parameter_names);
  3177. }
  3178. }
  3179. void VisualShaderEditor::_replace_node(VisualShader::Type p_type_id, int p_node_id, const StringName &p_from, const StringName &p_to) {
  3180. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  3181. undo_redo->add_do_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_to);
  3182. undo_redo->add_undo_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_from);
  3183. }
  3184. void VisualShaderEditor::_update_constant(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
  3185. Ref<VisualShaderNode> node = visual_shader->get_node(p_type_id, p_node_id);
  3186. ERR_FAIL_COND(!node.is_valid());
  3187. ERR_FAIL_COND(!node->has_method("set_constant"));
  3188. node->call("set_constant", p_var);
  3189. if (p_preview_port != -1) {
  3190. node->set_output_port_for_preview(p_preview_port);
  3191. }
  3192. }
  3193. void VisualShaderEditor::_update_parameter(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
  3194. Ref<VisualShaderNodeParameter> parameter = visual_shader->get_node(p_type_id, p_node_id);
  3195. ERR_FAIL_COND(!parameter.is_valid());
  3196. String valid_name = visual_shader->validate_parameter_name(parameter->get_parameter_name(), parameter);
  3197. parameter->set_parameter_name(valid_name);
  3198. graph_plugin->set_parameter_name(p_type_id, p_node_id, valid_name);
  3199. if (parameter->has_method("set_default_value_enabled")) {
  3200. parameter->call("set_default_value_enabled", true);
  3201. parameter->call("set_default_value", p_var);
  3202. }
  3203. if (p_preview_port != -1) {
  3204. parameter->set_output_port_for_preview(p_preview_port);
  3205. }
  3206. }
  3207. void VisualShaderEditor::_convert_constants_to_parameters(bool p_vice_versa) {
  3208. VisualShader::Type type_id = get_current_shader_type();
  3209. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  3210. if (!p_vice_versa) {
  3211. undo_redo->create_action(TTR("Convert Constant Node(s) To Parameter(s)"));
  3212. } else {
  3213. undo_redo->create_action(TTR("Convert Parameter Node(s) To Constant(s)"));
  3214. }
  3215. const HashSet<int> &current_set = p_vice_versa ? selected_parameters : selected_constants;
  3216. HashSet<String> deleted_names;
  3217. for (const int &E : current_set) {
  3218. int node_id = E;
  3219. Ref<VisualShaderNode> node = visual_shader->get_node(type_id, node_id);
  3220. bool caught = false;
  3221. Variant var;
  3222. // float
  3223. if (!p_vice_versa) {
  3224. Ref<VisualShaderNodeFloatConstant> float_const = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
  3225. if (float_const.is_valid()) {
  3226. _replace_node(type_id, node_id, "VisualShaderNodeFloatConstant", "VisualShaderNodeFloatParameter");
  3227. var = float_const->get_constant();
  3228. caught = true;
  3229. }
  3230. } else {
  3231. Ref<VisualShaderNodeFloatParameter> float_parameter = Object::cast_to<VisualShaderNodeFloatParameter>(node.ptr());
  3232. if (float_parameter.is_valid()) {
  3233. _replace_node(type_id, node_id, "VisualShaderNodeFloatParameter", "VisualShaderNodeFloatConstant");
  3234. var = float_parameter->get_default_value();
  3235. caught = true;
  3236. }
  3237. }
  3238. // int
  3239. if (!caught) {
  3240. if (!p_vice_versa) {
  3241. Ref<VisualShaderNodeIntConstant> int_const = Object::cast_to<VisualShaderNodeIntConstant>(node.ptr());
  3242. if (int_const.is_valid()) {
  3243. _replace_node(type_id, node_id, "VisualShaderNodeIntConstant", "VisualShaderNodeIntParameter");
  3244. var = int_const->get_constant();
  3245. caught = true;
  3246. }
  3247. } else {
  3248. Ref<VisualShaderNodeIntParameter> int_parameter = Object::cast_to<VisualShaderNodeIntParameter>(node.ptr());
  3249. if (int_parameter.is_valid()) {
  3250. _replace_node(type_id, node_id, "VisualShaderNodeIntParameter", "VisualShaderNodeIntConstant");
  3251. var = int_parameter->get_default_value();
  3252. caught = true;
  3253. }
  3254. }
  3255. }
  3256. // boolean
  3257. if (!caught) {
  3258. if (!p_vice_versa) {
  3259. Ref<VisualShaderNodeBooleanConstant> boolean_const = Object::cast_to<VisualShaderNodeBooleanConstant>(node.ptr());
  3260. if (boolean_const.is_valid()) {
  3261. _replace_node(type_id, node_id, "VisualShaderNodeBooleanConstant", "VisualShaderNodeBooleanParameter");
  3262. var = boolean_const->get_constant();
  3263. caught = true;
  3264. }
  3265. } else {
  3266. Ref<VisualShaderNodeBooleanParameter> boolean_parameter = Object::cast_to<VisualShaderNodeBooleanParameter>(node.ptr());
  3267. if (boolean_parameter.is_valid()) {
  3268. _replace_node(type_id, node_id, "VisualShaderNodeBooleanParameter", "VisualShaderNodeBooleanConstant");
  3269. var = boolean_parameter->get_default_value();
  3270. caught = true;
  3271. }
  3272. }
  3273. }
  3274. // vec2
  3275. if (!caught) {
  3276. if (!p_vice_versa) {
  3277. Ref<VisualShaderNodeVec2Constant> vec2_const = Object::cast_to<VisualShaderNodeVec2Constant>(node.ptr());
  3278. if (vec2_const.is_valid()) {
  3279. _replace_node(type_id, node_id, "VisualShaderNodeVec2Constant", "VisualShaderNodeVec2Parameter");
  3280. var = vec2_const->get_constant();
  3281. caught = true;
  3282. }
  3283. } else {
  3284. Ref<VisualShaderNodeVec2Parameter> vec2_parameter = Object::cast_to<VisualShaderNodeVec2Parameter>(node.ptr());
  3285. if (vec2_parameter.is_valid()) {
  3286. _replace_node(type_id, node_id, "VisualShaderNodeVec2Parameter", "VisualShaderNodeVec2Constant");
  3287. var = vec2_parameter->get_default_value();
  3288. caught = true;
  3289. }
  3290. }
  3291. }
  3292. // vec3
  3293. if (!caught) {
  3294. if (!p_vice_versa) {
  3295. Ref<VisualShaderNodeVec3Constant> vec3_const = Object::cast_to<VisualShaderNodeVec3Constant>(node.ptr());
  3296. if (vec3_const.is_valid()) {
  3297. _replace_node(type_id, node_id, "VisualShaderNodeVec3Constant", "VisualShaderNodeVec3Parameter");
  3298. var = vec3_const->get_constant();
  3299. caught = true;
  3300. }
  3301. } else {
  3302. Ref<VisualShaderNodeVec3Parameter> vec3_parameter = Object::cast_to<VisualShaderNodeVec3Parameter>(node.ptr());
  3303. if (vec3_parameter.is_valid()) {
  3304. _replace_node(type_id, node_id, "VisualShaderNodeVec3Parameter", "VisualShaderNodeVec3Constant");
  3305. var = vec3_parameter->get_default_value();
  3306. caught = true;
  3307. }
  3308. }
  3309. }
  3310. // vec4
  3311. if (!caught) {
  3312. if (!p_vice_versa) {
  3313. Ref<VisualShaderNodeVec4Constant> vec4_const = Object::cast_to<VisualShaderNodeVec4Constant>(node.ptr());
  3314. if (vec4_const.is_valid()) {
  3315. _replace_node(type_id, node_id, "VisualShaderNodeVec4Constant", "VisualShaderNodeVec4Parameter");
  3316. var = vec4_const->get_constant();
  3317. caught = true;
  3318. }
  3319. } else {
  3320. Ref<VisualShaderNodeVec4Parameter> vec4_parameter = Object::cast_to<VisualShaderNodeVec4Parameter>(node.ptr());
  3321. if (vec4_parameter.is_valid()) {
  3322. _replace_node(type_id, node_id, "VisualShaderNodeVec4Parameter", "VisualShaderNodeVec4Constant");
  3323. var = vec4_parameter->get_default_value();
  3324. caught = true;
  3325. }
  3326. }
  3327. }
  3328. // color
  3329. if (!caught) {
  3330. if (!p_vice_versa) {
  3331. Ref<VisualShaderNodeColorConstant> color_const = Object::cast_to<VisualShaderNodeColorConstant>(node.ptr());
  3332. if (color_const.is_valid()) {
  3333. _replace_node(type_id, node_id, "VisualShaderNodeColorConstant", "VisualShaderNodeColorParameter");
  3334. var = color_const->get_constant();
  3335. caught = true;
  3336. }
  3337. } else {
  3338. Ref<VisualShaderNodeColorParameter> color_parameter = Object::cast_to<VisualShaderNodeColorParameter>(node.ptr());
  3339. if (color_parameter.is_valid()) {
  3340. _replace_node(type_id, node_id, "VisualShaderNodeColorParameter", "VisualShaderNodeColorConstant");
  3341. var = color_parameter->get_default_value();
  3342. caught = true;
  3343. }
  3344. }
  3345. }
  3346. // transform
  3347. if (!caught) {
  3348. if (!p_vice_versa) {
  3349. Ref<VisualShaderNodeTransformConstant> transform_const = Object::cast_to<VisualShaderNodeTransformConstant>(node.ptr());
  3350. if (transform_const.is_valid()) {
  3351. _replace_node(type_id, node_id, "VisualShaderNodeTransformConstant", "VisualShaderNodeTransformParameter");
  3352. var = transform_const->get_constant();
  3353. caught = true;
  3354. }
  3355. } else {
  3356. Ref<VisualShaderNodeTransformParameter> transform_parameter = Object::cast_to<VisualShaderNodeTransformParameter>(node.ptr());
  3357. if (transform_parameter.is_valid()) {
  3358. _replace_node(type_id, node_id, "VisualShaderNodeTransformParameter", "VisualShaderNodeTransformConstant");
  3359. var = transform_parameter->get_default_value();
  3360. caught = true;
  3361. }
  3362. }
  3363. }
  3364. ERR_CONTINUE(!caught);
  3365. int preview_port = node->get_output_port_for_preview();
  3366. if (!p_vice_versa) {
  3367. undo_redo->add_do_method(this, "_update_parameter", type_id, node_id, var, preview_port);
  3368. undo_redo->add_undo_method(this, "_update_constant", type_id, node_id, var, preview_port);
  3369. } else {
  3370. undo_redo->add_do_method(this, "_update_constant", type_id, node_id, var, preview_port);
  3371. undo_redo->add_undo_method(this, "_update_parameter", type_id, node_id, var, preview_port);
  3372. Ref<VisualShaderNodeParameter> parameter = Object::cast_to<VisualShaderNodeParameter>(node.ptr());
  3373. ERR_CONTINUE(!parameter.is_valid());
  3374. deleted_names.insert(parameter->get_parameter_name());
  3375. }
  3376. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, node_id);
  3377. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, node_id);
  3378. }
  3379. undo_redo->add_do_method(this, "_update_parameters", true);
  3380. undo_redo->add_undo_method(this, "_update_parameters", true);
  3381. if (deleted_names.size() > 0) {
  3382. _update_parameter_refs(deleted_names);
  3383. }
  3384. undo_redo->commit_action();
  3385. }
  3386. void VisualShaderEditor::_delete_node_request(int p_type, int p_node) {
  3387. Ref<VisualShaderNode> node = visual_shader->get_node((VisualShader::Type)p_type, p_node);
  3388. if (!node->is_closable()) {
  3389. return;
  3390. }
  3391. List<int> to_erase;
  3392. to_erase.push_back(p_node);
  3393. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  3394. undo_redo->create_action(TTR("Delete VisualShader Node"));
  3395. _delete_nodes(p_type, to_erase);
  3396. undo_redo->commit_action();
  3397. }
  3398. void VisualShaderEditor::_delete_nodes_request(const TypedArray<StringName> &p_nodes) {
  3399. List<int> to_erase;
  3400. if (p_nodes.is_empty()) {
  3401. // Called from context menu.
  3402. for (int i = 0; i < graph->get_child_count(); i++) {
  3403. GraphElement *graph_element = Object::cast_to<GraphElement>(graph->get_child(i));
  3404. if (graph_element && graph_element->is_selected()) {
  3405. VisualShader::Type type = get_current_shader_type();
  3406. int id = String(graph_element->get_name()).to_int();
  3407. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
  3408. if (vsnode->is_closable()) {
  3409. to_erase.push_back(graph_element->get_name().operator String().to_int());
  3410. }
  3411. }
  3412. }
  3413. } else {
  3414. VisualShader::Type type = get_current_shader_type();
  3415. for (int i = 0; i < p_nodes.size(); i++) {
  3416. int id = p_nodes[i].operator String().to_int();
  3417. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
  3418. if (vsnode->is_closable()) {
  3419. to_erase.push_back(id);
  3420. }
  3421. }
  3422. }
  3423. if (to_erase.is_empty()) {
  3424. return;
  3425. }
  3426. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  3427. undo_redo->create_action(TTR("Delete VisualShader Node(s)"));
  3428. _delete_nodes(get_current_shader_type(), to_erase);
  3429. undo_redo->commit_action();
  3430. }
  3431. void VisualShaderEditor::_node_selected(Object *p_node) {
  3432. VisualShader::Type type = get_current_shader_type();
  3433. GraphElement *graph_element = Object::cast_to<GraphElement>(p_node);
  3434. ERR_FAIL_NULL(graph_element);
  3435. int id = String(graph_element->get_name()).to_int();
  3436. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
  3437. ERR_FAIL_COND(!vsnode.is_valid());
  3438. }
  3439. void VisualShaderEditor::_graph_gui_input(const Ref<InputEvent> &p_event) {
  3440. Ref<InputEventMouseMotion> mm = p_event;
  3441. Ref<InputEventMouseButton> mb = p_event;
  3442. VisualShader::Type type = get_current_shader_type();
  3443. // Highlight valid connection on which a node can be dropped.
  3444. if (mm.is_valid() && mm->get_button_mask().has_flag(MouseButtonMask::LEFT)) {
  3445. Ref<GraphEdit::Connection> closest_connection;
  3446. graph->reset_all_connection_activity();
  3447. if (_check_node_drop_on_connection(graph->get_local_mouse_position(), &closest_connection)) {
  3448. graph->set_connection_activity(closest_connection->from_node, closest_connection->from_port, closest_connection->to_node, closest_connection->to_port, 1.0);
  3449. }
  3450. }
  3451. Ref<VisualShaderNode> selected_vsnode;
  3452. // Right click actions.
  3453. if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == MouseButton::RIGHT) {
  3454. selected_constants.clear();
  3455. selected_parameters.clear();
  3456. selected_comment = -1;
  3457. selected_float_constant = -1;
  3458. List<int> selected_closable_graph_elements;
  3459. for (int i = 0; i < graph->get_child_count(); i++) {
  3460. GraphElement *graph_element = Object::cast_to<GraphElement>(graph->get_child(i));
  3461. if (graph_element && graph_element->is_selected()) {
  3462. int id = String(graph_element->get_name()).to_int();
  3463. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
  3464. if (!vsnode->is_closable()) {
  3465. continue;
  3466. }
  3467. selected_closable_graph_elements.push_back(id);
  3468. Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
  3469. selected_vsnode = node;
  3470. VisualShaderNodeComment *frame_node = Object::cast_to<VisualShaderNodeComment>(node.ptr());
  3471. if (frame_node != nullptr) {
  3472. selected_comment = id;
  3473. }
  3474. VisualShaderNodeConstant *constant_node = Object::cast_to<VisualShaderNodeConstant>(node.ptr());
  3475. if (constant_node != nullptr) {
  3476. selected_constants.insert(id);
  3477. }
  3478. VisualShaderNodeFloatConstant *float_constant_node = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
  3479. if (float_constant_node != nullptr) {
  3480. selected_float_constant = id;
  3481. }
  3482. VisualShaderNodeParameter *parameter_node = Object::cast_to<VisualShaderNodeParameter>(node.ptr());
  3483. if (parameter_node != nullptr && parameter_node->is_convertible_to_constant()) {
  3484. selected_parameters.insert(id);
  3485. }
  3486. }
  3487. }
  3488. if (selected_closable_graph_elements.size() > 1) {
  3489. selected_comment = -1;
  3490. selected_float_constant = -1;
  3491. }
  3492. bool copy_buffer_empty = true;
  3493. for (const CopyItem &item : copy_items_buffer) {
  3494. if (!item.disabled) {
  3495. copy_buffer_empty = false;
  3496. break;
  3497. }
  3498. }
  3499. menu_point = graph->get_local_mouse_position();
  3500. Point2 gpos = get_screen_position() + get_local_mouse_position();
  3501. Ref<GraphEdit::Connection> closest_connection = graph->get_closest_connection_at_point(menu_point);
  3502. if (closest_connection.is_valid()) {
  3503. clicked_connection = closest_connection;
  3504. connection_popup_menu->set_position(gpos);
  3505. connection_popup_menu->reset_size();
  3506. connection_popup_menu->popup();
  3507. } else if (selected_closable_graph_elements.is_empty() && copy_buffer_empty) {
  3508. _show_members_dialog(true);
  3509. } else {
  3510. popup_menu->set_item_disabled(NodeMenuOptions::CUT, selected_closable_graph_elements.is_empty());
  3511. popup_menu->set_item_disabled(NodeMenuOptions::COPY, selected_closable_graph_elements.is_empty());
  3512. popup_menu->set_item_disabled(NodeMenuOptions::PASTE, copy_buffer_empty);
  3513. popup_menu->set_item_disabled(NodeMenuOptions::DELETE, selected_closable_graph_elements.is_empty());
  3514. popup_menu->set_item_disabled(NodeMenuOptions::DUPLICATE, selected_closable_graph_elements.is_empty());
  3515. popup_menu->set_item_disabled(NodeMenuOptions::CLEAR_COPY_BUFFER, copy_buffer_empty);
  3516. int temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR2);
  3517. if (temp != -1) {
  3518. popup_menu->remove_item(temp);
  3519. }
  3520. temp = popup_menu->get_item_index(NodeMenuOptions::FLOAT_CONSTANTS);
  3521. if (temp != -1) {
  3522. popup_menu->remove_item(temp);
  3523. }
  3524. temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_CONSTANTS_TO_PARAMETERS);
  3525. if (temp != -1) {
  3526. popup_menu->remove_item(temp);
  3527. }
  3528. temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_PARAMETERS_TO_CONSTANTS);
  3529. if (temp != -1) {
  3530. popup_menu->remove_item(temp);
  3531. }
  3532. temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR3);
  3533. if (temp != -1) {
  3534. popup_menu->remove_item(temp);
  3535. }
  3536. temp = popup_menu->get_item_index(NodeMenuOptions::SET_COMMENT_TITLE);
  3537. if (temp != -1) {
  3538. popup_menu->remove_item(temp);
  3539. }
  3540. temp = popup_menu->get_item_index(NodeMenuOptions::SET_COMMENT_DESCRIPTION);
  3541. if (temp != -1) {
  3542. popup_menu->remove_item(temp);
  3543. }
  3544. if (selected_constants.size() > 0 || selected_parameters.size() > 0) {
  3545. popup_menu->add_separator("", NodeMenuOptions::SEPARATOR2);
  3546. if (selected_float_constant != -1) {
  3547. popup_menu->add_submenu_item(TTR("Float Constants"), "FloatConstants", int(NodeMenuOptions::FLOAT_CONSTANTS));
  3548. if (!constants_submenu) {
  3549. constants_submenu = memnew(PopupMenu);
  3550. constants_submenu->set_name("FloatConstants");
  3551. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  3552. constants_submenu->add_item(float_constant_defs[i].name, i);
  3553. }
  3554. popup_menu->add_child(constants_submenu);
  3555. constants_submenu->connect("index_pressed", callable_mp(this, &VisualShaderEditor::_float_constant_selected));
  3556. }
  3557. }
  3558. if (selected_constants.size() > 0) {
  3559. popup_menu->add_item(TTR("Convert Constant(s) to Parameter(s)"), NodeMenuOptions::CONVERT_CONSTANTS_TO_PARAMETERS);
  3560. }
  3561. if (selected_parameters.size() > 0) {
  3562. popup_menu->add_item(TTR("Convert Parameter(s) to Constant(s)"), NodeMenuOptions::CONVERT_PARAMETERS_TO_CONSTANTS);
  3563. }
  3564. }
  3565. if (selected_comment != -1) {
  3566. popup_menu->add_separator("", NodeMenuOptions::SEPARATOR3);
  3567. popup_menu->add_item(TTR("Set Comment Title"), NodeMenuOptions::SET_COMMENT_TITLE);
  3568. popup_menu->add_item(TTR("Set Comment Description"), NodeMenuOptions::SET_COMMENT_DESCRIPTION);
  3569. }
  3570. popup_menu->set_position(gpos);
  3571. popup_menu->reset_size();
  3572. popup_menu->popup();
  3573. }
  3574. }
  3575. }
  3576. void VisualShaderEditor::_show_members_dialog(bool at_mouse_pos, VisualShaderNode::PortType p_input_port_type, VisualShaderNode::PortType p_output_port_type) {
  3577. if (members_input_port_type != p_input_port_type || members_output_port_type != p_output_port_type) {
  3578. members_input_port_type = p_input_port_type;
  3579. members_output_port_type = p_output_port_type;
  3580. _update_options_menu();
  3581. }
  3582. if (at_mouse_pos) {
  3583. saved_node_pos_dirty = true;
  3584. saved_node_pos = graph->get_local_mouse_position();
  3585. Point2 gpos = get_screen_position() + get_local_mouse_position();
  3586. members_dialog->set_position(gpos);
  3587. } else {
  3588. saved_node_pos_dirty = false;
  3589. members_dialog->set_position(graph->get_screen_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  3590. }
  3591. if (members_dialog->is_visible()) {
  3592. members_dialog->grab_focus();
  3593. return;
  3594. }
  3595. members_dialog->popup();
  3596. // Keep dialog within window bounds.
  3597. Rect2 window_rect = Rect2(get_window()->get_position(), get_window()->get_size());
  3598. Rect2 dialog_rect = Rect2(members_dialog->get_position(), members_dialog->get_size());
  3599. Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
  3600. members_dialog->set_position(members_dialog->get_position() - difference);
  3601. callable_mp((Control *)node_filter, &Control::grab_focus).call_deferred(); // Still not visible.
  3602. node_filter->select_all();
  3603. }
  3604. void VisualShaderEditor::_varying_menu_id_pressed(int p_idx) {
  3605. switch (VaryingMenuOptions(p_idx)) {
  3606. case VaryingMenuOptions::ADD: {
  3607. _show_add_varying_dialog();
  3608. } break;
  3609. case VaryingMenuOptions::REMOVE: {
  3610. _show_remove_varying_dialog();
  3611. } break;
  3612. default:
  3613. break;
  3614. }
  3615. }
  3616. void VisualShaderEditor::_show_add_varying_dialog() {
  3617. _varying_name_changed(varying_name->get_text());
  3618. add_varying_dialog->set_position(graph->get_screen_position() + varying_button->get_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  3619. add_varying_dialog->popup();
  3620. // Keep dialog within window bounds.
  3621. Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
  3622. Rect2 dialog_rect = Rect2(add_varying_dialog->get_position(), add_varying_dialog->get_size());
  3623. Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
  3624. add_varying_dialog->set_position(add_varying_dialog->get_position() - difference);
  3625. }
  3626. void VisualShaderEditor::_show_remove_varying_dialog() {
  3627. remove_varying_dialog->set_position(graph->get_screen_position() + varying_button->get_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  3628. remove_varying_dialog->popup();
  3629. // Keep dialog within window bounds.
  3630. Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
  3631. Rect2 dialog_rect = Rect2(remove_varying_dialog->get_position(), remove_varying_dialog->get_size());
  3632. Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
  3633. remove_varying_dialog->set_position(remove_varying_dialog->get_position() - difference);
  3634. }
  3635. void VisualShaderEditor::_sbox_input(const Ref<InputEvent> &p_ie) {
  3636. Ref<InputEventKey> ie = p_ie;
  3637. 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)) {
  3638. members->gui_input(ie);
  3639. node_filter->accept_event();
  3640. }
  3641. }
  3642. void VisualShaderEditor::_notification(int p_what) {
  3643. switch (p_what) {
  3644. case NOTIFICATION_POSTINITIALIZE: {
  3645. _update_options_menu();
  3646. } break;
  3647. case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: {
  3648. 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")));
  3649. graph->set_warped_panning(bool(EDITOR_GET("editors/panning/warped_mouse_panning")));
  3650. graph->set_minimap_opacity(EDITOR_GET("editors/visual_editors/minimap_opacity"));
  3651. graph->set_connection_lines_curvature(EDITOR_GET("editors/visual_editors/lines_curvature"));
  3652. _update_graph();
  3653. } break;
  3654. case NOTIFICATION_ENTER_TREE: {
  3655. node_filter->set_clear_button_enabled(true);
  3656. // collapse tree by default
  3657. TreeItem *category = members->get_root()->get_first_child();
  3658. while (category) {
  3659. category->set_collapsed(true);
  3660. TreeItem *sub_category = category->get_first_child();
  3661. while (sub_category) {
  3662. sub_category->set_collapsed(true);
  3663. sub_category = sub_category->get_next();
  3664. }
  3665. category = category->get_next();
  3666. }
  3667. 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")));
  3668. graph->set_warped_panning(bool(EDITOR_GET("editors/panning/warped_mouse_panning")));
  3669. } break;
  3670. case NOTIFICATION_THEME_CHANGED: {
  3671. highend_label->set_modulate(get_theme_color(SNAME("highend_color"), EditorStringName(Editor)));
  3672. node_filter->set_right_icon(Control::get_editor_theme_icon(SNAME("Search")));
  3673. preview_shader->set_icon(Control::get_editor_theme_icon(SNAME("Shader")));
  3674. {
  3675. Color background_color = EDITOR_GET("text_editor/theme/highlighting/background_color");
  3676. Color text_color = EDITOR_GET("text_editor/theme/highlighting/text_color");
  3677. Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
  3678. Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
  3679. Color comment_color = EDITOR_GET("text_editor/theme/highlighting/comment_color");
  3680. Color symbol_color = EDITOR_GET("text_editor/theme/highlighting/symbol_color");
  3681. Color function_color = EDITOR_GET("text_editor/theme/highlighting/function_color");
  3682. Color number_color = EDITOR_GET("text_editor/theme/highlighting/number_color");
  3683. Color members_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
  3684. Color error_color = get_theme_color(SNAME("error_color"), EditorStringName(Editor));
  3685. preview_text->add_theme_color_override("background_color", background_color);
  3686. varying_error_label->add_theme_color_override("font_color", error_color);
  3687. for (const String &E : keyword_list) {
  3688. if (ShaderLanguage::is_control_flow_keyword(E)) {
  3689. syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
  3690. } else {
  3691. syntax_highlighter->add_keyword_color(E, keyword_color);
  3692. }
  3693. }
  3694. preview_text->begin_bulk_theme_override();
  3695. preview_text->add_theme_font_override("font", get_theme_font(SNAME("expression"), EditorStringName(EditorFonts)));
  3696. preview_text->add_theme_font_size_override("font_size", get_theme_font_size(SNAME("expression_size"), EditorStringName(EditorFonts)));
  3697. preview_text->add_theme_color_override("font_color", text_color);
  3698. preview_text->end_bulk_theme_override();
  3699. syntax_highlighter->set_number_color(number_color);
  3700. syntax_highlighter->set_symbol_color(symbol_color);
  3701. syntax_highlighter->set_function_color(function_color);
  3702. syntax_highlighter->set_member_variable_color(members_color);
  3703. syntax_highlighter->clear_color_regions();
  3704. syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
  3705. syntax_highlighter->add_color_region("//", "", comment_color, true);
  3706. preview_text->clear_comment_delimiters();
  3707. preview_text->add_comment_delimiter("/*", "*/", false);
  3708. preview_text->add_comment_delimiter("//", "", true);
  3709. error_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Panel")));
  3710. error_label->begin_bulk_theme_override();
  3711. error_label->add_theme_font_override("font", get_theme_font(SNAME("status_source"), EditorStringName(EditorFonts)));
  3712. error_label->add_theme_font_size_override("font_size", get_theme_font_size(SNAME("status_source_size"), EditorStringName(EditorFonts)));
  3713. error_label->add_theme_color_override("font_color", error_color);
  3714. error_label->end_bulk_theme_override();
  3715. }
  3716. tools->set_icon(get_editor_theme_icon(SNAME("Tools")));
  3717. if (p_what == NOTIFICATION_THEME_CHANGED && is_visible_in_tree()) {
  3718. _update_graph();
  3719. }
  3720. } break;
  3721. case NOTIFICATION_DRAG_BEGIN: {
  3722. Dictionary dd = get_viewport()->gui_get_drag_data();
  3723. if (members->is_visible_in_tree() && dd.has("id")) {
  3724. members->set_drop_mode_flags(Tree::DROP_MODE_ON_ITEM);
  3725. }
  3726. } break;
  3727. case NOTIFICATION_DRAG_END: {
  3728. members->set_drop_mode_flags(0);
  3729. } break;
  3730. }
  3731. }
  3732. void VisualShaderEditor::_scroll_changed(const Vector2 &p_scroll) {
  3733. if (updating) {
  3734. return;
  3735. }
  3736. updating = true;
  3737. visual_shader->set_graph_offset(p_scroll / EDSCALE);
  3738. updating = false;
  3739. }
  3740. void VisualShaderEditor::_node_changed(int p_id) {
  3741. if (updating) {
  3742. return;
  3743. }
  3744. if (is_visible_in_tree()) {
  3745. _update_graph();
  3746. }
  3747. }
  3748. void VisualShaderEditor::_dup_copy_nodes(int p_type, List<CopyItem> &r_items, List<VisualShader::Connection> &r_connections) {
  3749. VisualShader::Type type = (VisualShader::Type)p_type;
  3750. selection_center.x = 0.0f;
  3751. selection_center.y = 0.0f;
  3752. HashSet<int> nodes;
  3753. for (int i = 0; i < graph->get_child_count(); i++) {
  3754. GraphElement *graph_element = Object::cast_to<GraphElement>(graph->get_child(i));
  3755. if (graph_element) {
  3756. int id = String(graph_element->get_name()).to_int();
  3757. Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
  3758. Ref<VisualShaderNodeOutput> output = node;
  3759. if (output.is_valid()) { // can't duplicate output
  3760. continue;
  3761. }
  3762. if (node.is_valid() && graph_element->is_selected()) {
  3763. Vector2 pos = visual_shader->get_node_position(type, id);
  3764. selection_center += pos;
  3765. CopyItem item;
  3766. item.id = id;
  3767. item.node = visual_shader->get_node(type, id)->duplicate();
  3768. item.position = visual_shader->get_node_position(type, id);
  3769. Ref<VisualShaderNodeResizableBase> resizable_base = node;
  3770. if (resizable_base.is_valid()) {
  3771. item.size = resizable_base->get_size();
  3772. }
  3773. Ref<VisualShaderNodeGroupBase> group = node;
  3774. if (group.is_valid()) {
  3775. item.group_inputs = group->get_inputs();
  3776. item.group_outputs = group->get_outputs();
  3777. }
  3778. Ref<VisualShaderNodeExpression> expression = node;
  3779. if (expression.is_valid()) {
  3780. item.expression = expression->get_expression();
  3781. }
  3782. r_items.push_back(item);
  3783. nodes.insert(id);
  3784. }
  3785. }
  3786. }
  3787. List<VisualShader::Connection> node_connections;
  3788. visual_shader->get_node_connections(type, &node_connections);
  3789. for (const VisualShader::Connection &E : node_connections) {
  3790. if (nodes.has(E.from_node) && nodes.has(E.to_node)) {
  3791. r_connections.push_back(E);
  3792. }
  3793. }
  3794. selection_center /= (float)r_items.size();
  3795. }
  3796. 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) {
  3797. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  3798. if (p_duplicate) {
  3799. undo_redo->create_action(TTR("Duplicate VisualShader Node(s)"));
  3800. } else {
  3801. bool copy_buffer_empty = true;
  3802. for (const CopyItem &item : copy_items_buffer) {
  3803. if (!item.disabled) {
  3804. copy_buffer_empty = false;
  3805. break;
  3806. }
  3807. }
  3808. if (copy_buffer_empty) {
  3809. return;
  3810. }
  3811. undo_redo->create_action(TTR("Paste VisualShader Node(s)"));
  3812. }
  3813. VisualShader::Type type = (VisualShader::Type)p_type;
  3814. int base_id = visual_shader->get_valid_node_id(type);
  3815. int id_from = base_id;
  3816. HashMap<int, int> connection_remap;
  3817. HashSet<int> unsupported_set;
  3818. HashSet<int> added_set;
  3819. for (CopyItem &item : r_items) {
  3820. if (item.disabled) {
  3821. unsupported_set.insert(item.id);
  3822. continue;
  3823. }
  3824. connection_remap[item.id] = id_from;
  3825. Ref<VisualShaderNode> node = item.node->duplicate();
  3826. Ref<VisualShaderNodeResizableBase> resizable_base = Object::cast_to<VisualShaderNodeResizableBase>(node.ptr());
  3827. if (resizable_base.is_valid()) {
  3828. undo_redo->add_do_method(node.ptr(), "set_size", item.size);
  3829. }
  3830. Ref<VisualShaderNodeGroupBase> group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
  3831. if (group.is_valid()) {
  3832. undo_redo->add_do_method(node.ptr(), "set_inputs", item.group_inputs);
  3833. undo_redo->add_do_method(node.ptr(), "set_outputs", item.group_outputs);
  3834. }
  3835. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  3836. if (expression.is_valid()) {
  3837. undo_redo->add_do_method(node.ptr(), "set_expression", item.expression);
  3838. }
  3839. undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, node, item.position + p_offset, id_from);
  3840. undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_from, false);
  3841. added_set.insert(id_from);
  3842. id_from++;
  3843. }
  3844. for (const VisualShader::Connection &E : p_connections) {
  3845. if (unsupported_set.has(E.from_node) || unsupported_set.has(E.to_node)) {
  3846. continue;
  3847. }
  3848. 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);
  3849. 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);
  3850. 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);
  3851. }
  3852. id_from = base_id;
  3853. for (const CopyItem &item : r_items) {
  3854. if (item.disabled) {
  3855. continue;
  3856. }
  3857. undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_from);
  3858. undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_from, false);
  3859. id_from++;
  3860. }
  3861. undo_redo->commit_action();
  3862. // reselect nodes by excluding the other ones
  3863. for (int i = 0; i < graph->get_child_count(); i++) {
  3864. GraphElement *graph_element = Object::cast_to<GraphElement>(graph->get_child(i));
  3865. if (graph_element) {
  3866. int id = String(graph_element->get_name()).to_int();
  3867. if (added_set.has(id)) {
  3868. graph_element->set_selected(true);
  3869. } else {
  3870. graph_element->set_selected(false);
  3871. }
  3872. }
  3873. }
  3874. }
  3875. void VisualShaderEditor::_clear_copy_buffer() {
  3876. copy_items_buffer.clear();
  3877. copy_connections_buffer.clear();
  3878. }
  3879. void VisualShaderEditor::_duplicate_nodes() {
  3880. int type = get_current_shader_type();
  3881. List<CopyItem> items;
  3882. List<VisualShader::Connection> node_connections;
  3883. _dup_copy_nodes(type, items, node_connections);
  3884. if (items.is_empty()) {
  3885. return;
  3886. }
  3887. _dup_paste_nodes(type, items, node_connections, Vector2(10, 10) * EDSCALE, true);
  3888. }
  3889. void VisualShaderEditor::_copy_nodes(bool p_cut) {
  3890. _clear_copy_buffer();
  3891. _dup_copy_nodes(get_current_shader_type(), copy_items_buffer, copy_connections_buffer);
  3892. if (p_cut) {
  3893. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  3894. undo_redo->create_action(TTR("Cut VisualShader Node(s)"));
  3895. List<int> ids;
  3896. for (const CopyItem &E : copy_items_buffer) {
  3897. ids.push_back(E.id);
  3898. }
  3899. _delete_nodes(get_current_shader_type(), ids);
  3900. undo_redo->commit_action();
  3901. }
  3902. }
  3903. void VisualShaderEditor::_paste_nodes(bool p_use_custom_position, const Vector2 &p_custom_position) {
  3904. if (copy_items_buffer.is_empty()) {
  3905. return;
  3906. }
  3907. int type = get_current_shader_type();
  3908. float scale = graph->get_zoom();
  3909. Vector2 mpos;
  3910. if (p_use_custom_position) {
  3911. mpos = p_custom_position;
  3912. } else {
  3913. mpos = graph->get_local_mouse_position();
  3914. }
  3915. _dup_paste_nodes(type, copy_items_buffer, copy_connections_buffer, graph->get_scroll_offset() / scale + mpos / scale - selection_center, false);
  3916. }
  3917. void VisualShaderEditor::_mode_selected(int p_id) {
  3918. int offset = 0;
  3919. if (mode & MODE_FLAGS_PARTICLES) {
  3920. offset = 3;
  3921. if (p_id + offset > VisualShader::TYPE_PROCESS) {
  3922. custom_mode_box->set_visible(false);
  3923. custom_mode_enabled = false;
  3924. } else {
  3925. custom_mode_box->set_visible(true);
  3926. if (custom_mode_box->is_pressed()) {
  3927. custom_mode_enabled = true;
  3928. offset += 3;
  3929. }
  3930. }
  3931. } else if (mode & MODE_FLAGS_SKY) {
  3932. offset = 8;
  3933. } else if (mode & MODE_FLAGS_FOG) {
  3934. offset = 9;
  3935. }
  3936. visual_shader->set_shader_type(VisualShader::Type(p_id + offset));
  3937. _update_nodes();
  3938. _update_graph();
  3939. graph->grab_focus();
  3940. }
  3941. void VisualShaderEditor::_custom_mode_toggled(bool p_enabled) {
  3942. if (!(mode & MODE_FLAGS_PARTICLES)) {
  3943. return;
  3944. }
  3945. custom_mode_enabled = p_enabled;
  3946. int id = edit_type->get_selected() + 3;
  3947. if (p_enabled) {
  3948. visual_shader->set_shader_type(VisualShader::Type(id + 3));
  3949. } else {
  3950. visual_shader->set_shader_type(VisualShader::Type(id));
  3951. }
  3952. _update_options_menu();
  3953. _update_graph();
  3954. }
  3955. void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> p_input, String p_name) {
  3956. String prev_name = p_input->get_input_name();
  3957. if (p_name == prev_name) {
  3958. return;
  3959. }
  3960. VisualShaderNode::PortType next_input_type = p_input->get_input_type_by_name(p_name);
  3961. VisualShaderNode::PortType prev_input_type = p_input->get_input_type_by_name(prev_name);
  3962. bool type_changed = next_input_type != prev_input_type;
  3963. EditorUndoRedoManager *undo_redo_man = EditorUndoRedoManager::get_singleton();
  3964. undo_redo_man->create_action(TTR("Visual Shader Input Type Changed"));
  3965. undo_redo_man->add_do_method(p_input.ptr(), "set_input_name", p_name);
  3966. undo_redo_man->add_undo_method(p_input.ptr(), "set_input_name", prev_name);
  3967. if (type_changed) {
  3968. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  3969. VisualShader::Type type = VisualShader::Type(type_id);
  3970. int id = visual_shader->find_node_id(type, p_input);
  3971. if (id != VisualShader::NODE_ID_INVALID) {
  3972. bool is_expanded = p_input->is_output_port_expandable(0) && p_input->_is_output_port_expanded(0);
  3973. int type_size = 0;
  3974. if (is_expanded) {
  3975. switch (next_input_type) {
  3976. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  3977. type_size = 2;
  3978. } break;
  3979. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  3980. type_size = 3;
  3981. } break;
  3982. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  3983. type_size = 4;
  3984. } break;
  3985. default:
  3986. break;
  3987. }
  3988. }
  3989. List<VisualShader::Connection> conns;
  3990. visual_shader->get_node_connections(type, &conns);
  3991. for (const VisualShader::Connection &E : conns) {
  3992. int cn_from_node = E.from_node;
  3993. int cn_from_port = E.from_port;
  3994. int cn_to_node = E.to_node;
  3995. int cn_to_port = E.to_port;
  3996. if (cn_from_node == id) {
  3997. 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));
  3998. if (is_incompatible_types || cn_from_port > type_size) {
  3999. undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  4000. undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  4001. undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  4002. undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  4003. }
  4004. }
  4005. }
  4006. undo_redo_man->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  4007. undo_redo_man->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  4008. }
  4009. }
  4010. }
  4011. undo_redo_man->commit_action();
  4012. }
  4013. void VisualShaderEditor::_parameter_ref_select_item(Ref<VisualShaderNodeParameterRef> p_parameter_ref, String p_name) {
  4014. String prev_name = p_parameter_ref->get_parameter_name();
  4015. if (p_name == prev_name) {
  4016. return;
  4017. }
  4018. bool type_changed = p_parameter_ref->get_parameter_type_by_name(p_name) != p_parameter_ref->get_parameter_type_by_name(prev_name);
  4019. EditorUndoRedoManager *undo_redo_man = EditorUndoRedoManager::get_singleton();
  4020. undo_redo_man->create_action(TTR("ParameterRef Name Changed"));
  4021. undo_redo_man->add_do_method(p_parameter_ref.ptr(), "set_parameter_name", p_name);
  4022. undo_redo_man->add_undo_method(p_parameter_ref.ptr(), "set_parameter_name", prev_name);
  4023. // update output port
  4024. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  4025. VisualShader::Type type = VisualShader::Type(type_id);
  4026. int id = visual_shader->find_node_id(type, p_parameter_ref);
  4027. if (id != VisualShader::NODE_ID_INVALID) {
  4028. if (type_changed) {
  4029. List<VisualShader::Connection> conns;
  4030. visual_shader->get_node_connections(type, &conns);
  4031. for (const VisualShader::Connection &E : conns) {
  4032. if (E.from_node == id) {
  4033. 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))) {
  4034. continue;
  4035. }
  4036. undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4037. undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4038. undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4039. undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4040. }
  4041. }
  4042. }
  4043. undo_redo_man->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  4044. undo_redo_man->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  4045. break;
  4046. }
  4047. }
  4048. undo_redo_man->commit_action();
  4049. }
  4050. void VisualShaderEditor::_varying_select_item(Ref<VisualShaderNodeVarying> p_varying, String p_name) {
  4051. String prev_name = p_varying->get_varying_name();
  4052. if (p_name == prev_name) {
  4053. return;
  4054. }
  4055. bool is_getter = Ref<VisualShaderNodeVaryingGetter>(p_varying.ptr()).is_valid();
  4056. EditorUndoRedoManager *undo_redo_man = EditorUndoRedoManager::get_singleton();
  4057. undo_redo_man->create_action(TTR("Varying Name Changed"));
  4058. undo_redo_man->add_do_method(p_varying.ptr(), "set_varying_name", p_name);
  4059. undo_redo_man->add_undo_method(p_varying.ptr(), "set_varying_name", prev_name);
  4060. VisualShader::VaryingType vtype = p_varying->get_varying_type_by_name(p_name);
  4061. VisualShader::VaryingType prev_vtype = p_varying->get_varying_type_by_name(prev_name);
  4062. bool type_changed = vtype != prev_vtype;
  4063. if (type_changed) {
  4064. undo_redo_man->add_do_method(p_varying.ptr(), "set_varying_type", vtype);
  4065. undo_redo_man->add_undo_method(p_varying.ptr(), "set_varying_type", prev_vtype);
  4066. }
  4067. // update ports
  4068. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  4069. VisualShader::Type type = VisualShader::Type(type_id);
  4070. int id = visual_shader->find_node_id(type, p_varying);
  4071. if (id != VisualShader::NODE_ID_INVALID) {
  4072. if (type_changed) {
  4073. List<VisualShader::Connection> conns;
  4074. visual_shader->get_node_connections(type, &conns);
  4075. for (const VisualShader::Connection &E : conns) {
  4076. if (is_getter) {
  4077. if (E.from_node == id) {
  4078. 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))) {
  4079. continue;
  4080. }
  4081. undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4082. undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4083. undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4084. undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4085. }
  4086. } else {
  4087. if (E.to_node == id) {
  4088. 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))) {
  4089. continue;
  4090. }
  4091. undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4092. undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4093. undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4094. undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4095. }
  4096. }
  4097. }
  4098. }
  4099. undo_redo_man->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  4100. undo_redo_man->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  4101. break;
  4102. }
  4103. }
  4104. undo_redo_man->commit_action();
  4105. }
  4106. void VisualShaderEditor::_float_constant_selected(int p_which) {
  4107. ERR_FAIL_INDEX(p_which, MAX_FLOAT_CONST_DEFS);
  4108. VisualShader::Type type = get_current_shader_type();
  4109. Ref<VisualShaderNodeFloatConstant> node = visual_shader->get_node(type, selected_float_constant);
  4110. ERR_FAIL_COND(!node.is_valid());
  4111. if (Math::is_equal_approx(node->get_constant(), float_constant_defs[p_which].value)) {
  4112. return; // same
  4113. }
  4114. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  4115. undo_redo->create_action(vformat(TTR("Set Constant: %s"), float_constant_defs[p_which].name));
  4116. undo_redo->add_do_method(node.ptr(), "set_constant", float_constant_defs[p_which].value);
  4117. undo_redo->add_undo_method(node.ptr(), "set_constant", node->get_constant());
  4118. undo_redo->commit_action();
  4119. }
  4120. void VisualShaderEditor::_member_filter_changed(const String &p_text) {
  4121. _update_options_menu();
  4122. }
  4123. void VisualShaderEditor::_member_selected() {
  4124. TreeItem *item = members->get_selected();
  4125. if (item != nullptr && item->has_meta("id")) {
  4126. members_dialog->get_ok_button()->set_disabled(false);
  4127. highend_label->set_visible(add_options[item->get_meta("id")].highend);
  4128. node_desc->set_text(_get_description(item->get_meta("id")));
  4129. } else {
  4130. highend_label->set_visible(false);
  4131. members_dialog->get_ok_button()->set_disabled(true);
  4132. node_desc->set_text("");
  4133. }
  4134. }
  4135. void VisualShaderEditor::_member_unselected() {
  4136. }
  4137. void VisualShaderEditor::_member_create() {
  4138. TreeItem *item = members->get_selected();
  4139. if (item != nullptr && item->has_meta("id")) {
  4140. int idx = members->get_selected()->get_meta("id");
  4141. if (connection_node_insert_requested) {
  4142. from_node = String(clicked_connection->from_node).to_int();
  4143. from_slot = clicked_connection->from_port;
  4144. to_node = String(clicked_connection->to_node).to_int();
  4145. to_slot = clicked_connection->to_port;
  4146. connection_node_insert_requested = false;
  4147. saved_node_pos_dirty = true;
  4148. // Find both graph nodes and get their positions.
  4149. GraphNode *from_graph_element = Object::cast_to<GraphNode>(graph->get_node(itos(from_node)));
  4150. GraphNode *to_graph_element = Object::cast_to<GraphNode>(graph->get_node(itos(to_node)));
  4151. ERR_FAIL_NULL(from_graph_element);
  4152. ERR_FAIL_NULL(to_graph_element);
  4153. // Since the size of the node to add is not known yet, it's not possible to center it exactly.
  4154. float zoom = graph->get_zoom();
  4155. saved_node_pos = 0.5 * (from_graph_element->get_position() + zoom * from_graph_element->get_output_port_position(from_slot) + to_graph_element->get_position() + zoom * to_graph_element->get_input_port_position(to_slot));
  4156. }
  4157. _add_node(idx, add_options[idx].ops);
  4158. members_dialog->hide();
  4159. }
  4160. }
  4161. void VisualShaderEditor::_member_cancel() {
  4162. to_node = -1;
  4163. to_slot = -1;
  4164. from_node = -1;
  4165. from_slot = -1;
  4166. connection_node_insert_requested = false;
  4167. }
  4168. void VisualShaderEditor::_update_varying_tree() {
  4169. varyings->clear();
  4170. TreeItem *root = varyings->create_item();
  4171. int count = visual_shader->get_varyings_count();
  4172. for (int i = 0; i < count; i++) {
  4173. const VisualShader::Varying *varying = visual_shader->get_varying_by_index(i);
  4174. if (varying) {
  4175. TreeItem *item = varyings->create_item(root);
  4176. item->set_text(0, varying->name);
  4177. if (i == 0) {
  4178. item->select(0);
  4179. }
  4180. switch (varying->type) {
  4181. case VisualShader::VARYING_TYPE_FLOAT:
  4182. item->set_icon(0, EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("float"), EditorStringName(EditorIcons)));
  4183. break;
  4184. case VisualShader::VARYING_TYPE_INT:
  4185. item->set_icon(0, EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("int"), EditorStringName(EditorIcons)));
  4186. break;
  4187. case VisualShader::VARYING_TYPE_UINT:
  4188. item->set_icon(0, EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("uint"), EditorStringName(EditorIcons)));
  4189. break;
  4190. case VisualShader::VARYING_TYPE_VECTOR_2D:
  4191. item->set_icon(0, EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector2"), EditorStringName(EditorIcons)));
  4192. break;
  4193. case VisualShader::VARYING_TYPE_VECTOR_3D:
  4194. item->set_icon(0, EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector3"), EditorStringName(EditorIcons)));
  4195. break;
  4196. case VisualShader::VARYING_TYPE_VECTOR_4D:
  4197. item->set_icon(0, EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector4"), EditorStringName(EditorIcons)));
  4198. break;
  4199. case VisualShader::VARYING_TYPE_BOOLEAN:
  4200. item->set_icon(0, EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("bool"), EditorStringName(EditorIcons)));
  4201. break;
  4202. case VisualShader::VARYING_TYPE_TRANSFORM:
  4203. item->set_icon(0, EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Transform3D"), EditorStringName(EditorIcons)));
  4204. break;
  4205. default:
  4206. break;
  4207. }
  4208. }
  4209. }
  4210. varying_button->get_popup()->set_item_disabled(int(VaryingMenuOptions::REMOVE), count == 0);
  4211. }
  4212. void VisualShaderEditor::_varying_create() {
  4213. _add_varying(varying_name->get_text(), (VisualShader::VaryingMode)varying_mode->get_selected(), (VisualShader::VaryingType)varying_type->get_selected());
  4214. add_varying_dialog->hide();
  4215. }
  4216. void VisualShaderEditor::_varying_name_changed(const String &p_name) {
  4217. if (!p_name.is_valid_identifier()) {
  4218. varying_error_label->show();
  4219. varying_error_label->set_text(TTR("Invalid name for varying."));
  4220. add_varying_dialog->get_ok_button()->set_disabled(true);
  4221. return;
  4222. }
  4223. if (visual_shader->has_varying(p_name)) {
  4224. varying_error_label->show();
  4225. varying_error_label->set_text(TTR("Varying with that name is already exist."));
  4226. add_varying_dialog->get_ok_button()->set_disabled(true);
  4227. return;
  4228. }
  4229. if (varying_error_label->is_visible()) {
  4230. varying_error_label->hide();
  4231. add_varying_dialog->set_size(Size2(add_varying_dialog->get_size().x, 0));
  4232. }
  4233. add_varying_dialog->get_ok_button()->set_disabled(false);
  4234. }
  4235. void VisualShaderEditor::_varying_deleted() {
  4236. TreeItem *item = varyings->get_selected();
  4237. if (item != nullptr) {
  4238. _remove_varying(item->get_text(0));
  4239. remove_varying_dialog->hide();
  4240. }
  4241. }
  4242. void VisualShaderEditor::_varying_selected() {
  4243. add_varying_dialog->get_ok_button()->set_disabled(false);
  4244. }
  4245. void VisualShaderEditor::_varying_unselected() {
  4246. add_varying_dialog->get_ok_button()->set_disabled(true);
  4247. }
  4248. void VisualShaderEditor::_tools_menu_option(int p_idx) {
  4249. TreeItem *category = members->get_root()->get_first_child();
  4250. switch (p_idx) {
  4251. case EXPAND_ALL:
  4252. while (category) {
  4253. category->set_collapsed(false);
  4254. TreeItem *sub_category = category->get_first_child();
  4255. while (sub_category) {
  4256. sub_category->set_collapsed(false);
  4257. sub_category = sub_category->get_next();
  4258. }
  4259. category = category->get_next();
  4260. }
  4261. break;
  4262. case COLLAPSE_ALL:
  4263. while (category) {
  4264. category->set_collapsed(true);
  4265. TreeItem *sub_category = category->get_first_child();
  4266. while (sub_category) {
  4267. sub_category->set_collapsed(true);
  4268. sub_category = sub_category->get_next();
  4269. }
  4270. category = category->get_next();
  4271. }
  4272. break;
  4273. default:
  4274. break;
  4275. }
  4276. }
  4277. void VisualShaderEditor::_node_menu_id_pressed(int p_idx) {
  4278. switch (p_idx) {
  4279. case NodeMenuOptions::ADD:
  4280. _show_members_dialog(true);
  4281. break;
  4282. case NodeMenuOptions::CUT:
  4283. _copy_nodes(true);
  4284. break;
  4285. case NodeMenuOptions::COPY:
  4286. _copy_nodes(false);
  4287. break;
  4288. case NodeMenuOptions::PASTE:
  4289. _paste_nodes(true, menu_point);
  4290. break;
  4291. case NodeMenuOptions::DELETE:
  4292. _delete_nodes_request(TypedArray<StringName>());
  4293. break;
  4294. case NodeMenuOptions::DUPLICATE:
  4295. _duplicate_nodes();
  4296. break;
  4297. case NodeMenuOptions::CLEAR_COPY_BUFFER:
  4298. _clear_copy_buffer();
  4299. break;
  4300. case NodeMenuOptions::CONVERT_CONSTANTS_TO_PARAMETERS:
  4301. _convert_constants_to_parameters(false);
  4302. break;
  4303. case NodeMenuOptions::CONVERT_PARAMETERS_TO_CONSTANTS:
  4304. _convert_constants_to_parameters(true);
  4305. break;
  4306. case NodeMenuOptions::SET_COMMENT_TITLE:
  4307. _comment_title_popup_show(get_screen_position() + get_local_mouse_position(), selected_comment);
  4308. break;
  4309. case NodeMenuOptions::SET_COMMENT_DESCRIPTION:
  4310. _comment_desc_popup_show(get_screen_position() + get_local_mouse_position(), selected_comment);
  4311. break;
  4312. default:
  4313. break;
  4314. }
  4315. }
  4316. void VisualShaderEditor::_connection_menu_id_pressed(int p_idx) {
  4317. switch (p_idx) {
  4318. case ConnectionMenuOptions::DISCONNECT: {
  4319. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  4320. undo_redo->create_action(TTR("Disconnect"));
  4321. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", get_current_shader_type(), String(clicked_connection->from_node).to_int(), clicked_connection->from_port, String(clicked_connection->to_node).to_int(), clicked_connection->to_port);
  4322. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", get_current_shader_type(), String(clicked_connection->from_node).to_int(), clicked_connection->from_port, String(clicked_connection->to_node).to_int(), clicked_connection->to_port);
  4323. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", get_current_shader_type(), String(clicked_connection->from_node).to_int(), clicked_connection->from_port, String(clicked_connection->to_node).to_int(), clicked_connection->to_port);
  4324. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", get_current_shader_type(), String(clicked_connection->from_node).to_int(), clicked_connection->from_port, String(clicked_connection->to_node).to_int(), clicked_connection->to_port);
  4325. undo_redo->commit_action();
  4326. } break;
  4327. case ConnectionMenuOptions::INSERT_NEW_NODE: {
  4328. VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
  4329. VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
  4330. Ref<VisualShaderNode> node1 = visual_shader->get_node(get_current_shader_type(), String(clicked_connection->from_node).to_int());
  4331. if (node1.is_valid()) {
  4332. output_port_type = node1->get_output_port_type(from_slot);
  4333. }
  4334. Ref<VisualShaderNode> node2 = visual_shader->get_node(get_current_shader_type(), String(clicked_connection->to_node).to_int());
  4335. if (node2.is_valid()) {
  4336. input_port_type = node2->get_input_port_type(to_slot);
  4337. }
  4338. connection_node_insert_requested = true;
  4339. _show_members_dialog(true, input_port_type, output_port_type);
  4340. } break;
  4341. default:
  4342. break;
  4343. }
  4344. }
  4345. Variant VisualShaderEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
  4346. if (p_from == members) {
  4347. TreeItem *it = members->get_item_at_position(p_point);
  4348. if (!it) {
  4349. return Variant();
  4350. }
  4351. if (!it->has_meta("id")) {
  4352. return Variant();
  4353. }
  4354. int id = it->get_meta("id");
  4355. AddOption op = add_options[id];
  4356. Dictionary d;
  4357. d["id"] = id;
  4358. Label *label = memnew(Label);
  4359. label->set_text(it->get_text(0));
  4360. set_drag_preview(label);
  4361. return d;
  4362. }
  4363. return Variant();
  4364. }
  4365. bool VisualShaderEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
  4366. if (p_from == graph) {
  4367. Dictionary d = p_data;
  4368. if (d.has("id")) {
  4369. return true;
  4370. }
  4371. if (d.has("files")) {
  4372. return true;
  4373. }
  4374. }
  4375. return false;
  4376. }
  4377. void VisualShaderEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
  4378. if (p_from == graph) {
  4379. Dictionary d = p_data;
  4380. if (d.has("id")) {
  4381. int idx = d["id"];
  4382. saved_node_pos = p_point;
  4383. saved_node_pos_dirty = true;
  4384. _add_node(idx, add_options[idx].ops);
  4385. } else if (d.has("files")) {
  4386. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  4387. undo_redo->create_action(TTR("Add Node(s) to Visual Shader"));
  4388. if (d["files"].get_type() == Variant::PACKED_STRING_ARRAY) {
  4389. PackedStringArray arr = d["files"];
  4390. for (int i = 0; i < arr.size(); i++) {
  4391. String type = ResourceLoader::get_resource_type(arr[i]);
  4392. if (type == "GDScript") {
  4393. Ref<Script> scr = ResourceLoader::load(arr[i]);
  4394. if (scr->get_instance_base_type() == "VisualShaderNodeCustom") {
  4395. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4396. saved_node_pos_dirty = true;
  4397. int idx = -1;
  4398. for (int j = custom_node_option_idx; j < add_options.size(); j++) {
  4399. if (add_options[j].script.is_valid()) {
  4400. if (add_options[j].script->get_path() == arr[i]) {
  4401. idx = j;
  4402. break;
  4403. }
  4404. }
  4405. }
  4406. if (idx != -1) {
  4407. _add_node(idx, {}, arr[i], i);
  4408. }
  4409. }
  4410. } else if (type == "CurveTexture") {
  4411. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4412. saved_node_pos_dirty = true;
  4413. _add_node(curve_node_option_idx, {}, arr[i], i);
  4414. } else if (type == "CurveXYZTexture") {
  4415. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4416. saved_node_pos_dirty = true;
  4417. _add_node(curve_xyz_node_option_idx, {}, arr[i], i);
  4418. } else if (ClassDB::get_parent_class(type) == "Texture2D") {
  4419. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4420. saved_node_pos_dirty = true;
  4421. _add_node(texture2d_node_option_idx, {}, arr[i], i);
  4422. } else if (type == "Texture2DArray") {
  4423. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4424. saved_node_pos_dirty = true;
  4425. _add_node(texture2d_array_node_option_idx, {}, arr[i], i);
  4426. } else if (ClassDB::get_parent_class(type) == "Texture3D") {
  4427. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4428. saved_node_pos_dirty = true;
  4429. _add_node(texture3d_node_option_idx, {}, arr[i], i);
  4430. } else if (type == "Cubemap") {
  4431. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4432. saved_node_pos_dirty = true;
  4433. _add_node(cubemap_node_option_idx, {}, arr[i], i);
  4434. }
  4435. }
  4436. }
  4437. undo_redo->commit_action();
  4438. }
  4439. }
  4440. }
  4441. void VisualShaderEditor::_show_preview_text() {
  4442. preview_showed = !preview_showed;
  4443. if (preview_showed) {
  4444. if (preview_first) {
  4445. preview_window->set_size(Size2(400 * EDSCALE, 600 * EDSCALE));
  4446. preview_window->popup_centered();
  4447. preview_first = false;
  4448. } else {
  4449. preview_window->popup();
  4450. }
  4451. _preview_size_changed();
  4452. if (pending_update_preview) {
  4453. _update_preview();
  4454. pending_update_preview = false;
  4455. }
  4456. } else {
  4457. preview_window->hide();
  4458. }
  4459. }
  4460. void VisualShaderEditor::_preview_close_requested() {
  4461. preview_showed = false;
  4462. preview_window->hide();
  4463. preview_shader->set_pressed(false);
  4464. }
  4465. void VisualShaderEditor::_preview_size_changed() {
  4466. preview_vbox->set_custom_minimum_size(preview_window->get_size());
  4467. }
  4468. static ShaderLanguage::DataType _visual_shader_editor_get_global_shader_uniform_type(const StringName &p_variable) {
  4469. RS::GlobalShaderParameterType gvt = RS::get_singleton()->global_shader_parameter_get_type(p_variable);
  4470. return (ShaderLanguage::DataType)RS::global_shader_uniform_type_get_shader_datatype(gvt);
  4471. }
  4472. void VisualShaderEditor::_update_preview() {
  4473. if (!preview_showed) {
  4474. pending_update_preview = true;
  4475. return;
  4476. }
  4477. String code = visual_shader->get_code();
  4478. preview_text->set_text(code);
  4479. ShaderLanguage::ShaderCompileInfo info;
  4480. info.functions = ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(visual_shader->get_mode()));
  4481. info.render_modes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(visual_shader->get_mode()));
  4482. info.shader_types = ShaderTypes::get_singleton()->get_types();
  4483. info.global_shader_uniform_type_func = _visual_shader_editor_get_global_shader_uniform_type;
  4484. for (int i = 0; i < preview_text->get_line_count(); i++) {
  4485. preview_text->set_line_background_color(i, Color(0, 0, 0, 0));
  4486. }
  4487. String preprocessed_code;
  4488. {
  4489. String path = visual_shader->get_path();
  4490. String error_pp;
  4491. List<ShaderPreprocessor::FilePosition> err_positions;
  4492. ShaderPreprocessor preprocessor;
  4493. Error err = preprocessor.preprocess(code, path, preprocessed_code, &error_pp, &err_positions);
  4494. if (err != OK) {
  4495. ERR_FAIL_COND(err_positions.is_empty());
  4496. String file = err_positions.front()->get().file;
  4497. int err_line = err_positions.front()->get().line;
  4498. Color error_line_color = EDITOR_GET("text_editor/theme/highlighting/mark_color");
  4499. preview_text->set_line_background_color(err_line - 1, error_line_color);
  4500. error_panel->show();
  4501. error_label->set_text("error(" + file + ":" + itos(err_line) + "): " + error_pp);
  4502. shader_error = true;
  4503. return;
  4504. }
  4505. }
  4506. ShaderLanguage sl;
  4507. Error err = sl.compile(preprocessed_code, info);
  4508. if (err != OK) {
  4509. int err_line;
  4510. String err_text;
  4511. Vector<ShaderLanguage::FilePosition> include_positions = sl.get_include_positions();
  4512. if (include_positions.size() > 1) {
  4513. // Error is in an include.
  4514. err_line = include_positions[0].line;
  4515. err_text = "error(" + itos(err_line) + ") in include " + include_positions[include_positions.size() - 1].file + ":" + itos(include_positions[include_positions.size() - 1].line) + ": " + sl.get_error_text();
  4516. } else {
  4517. err_line = sl.get_error_line();
  4518. err_text = "error(" + itos(err_line) + "): " + sl.get_error_text();
  4519. }
  4520. Color error_line_color = EDITOR_GET("text_editor/theme/highlighting/mark_color");
  4521. preview_text->set_line_background_color(err_line - 1, error_line_color);
  4522. error_panel->show();
  4523. error_label->set_text(err_text);
  4524. shader_error = true;
  4525. } else {
  4526. error_panel->hide();
  4527. shader_error = false;
  4528. }
  4529. }
  4530. void VisualShaderEditor::_update_next_previews(int p_node_id) {
  4531. VisualShader::Type type = get_current_shader_type();
  4532. LocalVector<int> nodes;
  4533. _get_next_nodes_recursively(type, p_node_id, nodes);
  4534. for (int node_id : nodes) {
  4535. if (graph_plugin->is_preview_visible(node_id)) {
  4536. graph_plugin->update_node_deferred(type, node_id);
  4537. }
  4538. }
  4539. }
  4540. void VisualShaderEditor::_get_next_nodes_recursively(VisualShader::Type p_type, int p_node_id, LocalVector<int> &r_nodes) const {
  4541. const LocalVector<int> &next_connections = visual_shader->get_next_connected_nodes(p_type, p_node_id);
  4542. for (int node_id : next_connections) {
  4543. r_nodes.push_back(node_id);
  4544. _get_next_nodes_recursively(p_type, node_id, r_nodes);
  4545. }
  4546. }
  4547. void VisualShaderEditor::_visibility_changed() {
  4548. if (!is_visible()) {
  4549. if (preview_window->is_visible()) {
  4550. preview_shader->set_pressed(false);
  4551. preview_window->hide();
  4552. preview_showed = false;
  4553. }
  4554. }
  4555. }
  4556. void VisualShaderEditor::_bind_methods() {
  4557. ClassDB::bind_method("_update_nodes", &VisualShaderEditor::_update_nodes);
  4558. ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph);
  4559. ClassDB::bind_method("_input_select_item", &VisualShaderEditor::_input_select_item);
  4560. ClassDB::bind_method("_parameter_ref_select_item", &VisualShaderEditor::_parameter_ref_select_item);
  4561. ClassDB::bind_method("_varying_select_item", &VisualShaderEditor::_varying_select_item);
  4562. ClassDB::bind_method("_set_node_size", &VisualShaderEditor::_set_node_size);
  4563. ClassDB::bind_method("_update_parameters", &VisualShaderEditor::_update_parameters);
  4564. ClassDB::bind_method("_update_varyings", &VisualShaderEditor::_update_varyings);
  4565. ClassDB::bind_method("_update_varying_tree", &VisualShaderEditor::_update_varying_tree);
  4566. ClassDB::bind_method("_set_mode", &VisualShaderEditor::_set_mode);
  4567. ClassDB::bind_method("_update_constant", &VisualShaderEditor::_update_constant);
  4568. ClassDB::bind_method("_update_parameter", &VisualShaderEditor::_update_parameter);
  4569. ClassDB::bind_method("_update_next_previews", &VisualShaderEditor::_update_next_previews);
  4570. }
  4571. VisualShaderEditor::VisualShaderEditor() {
  4572. ShaderLanguage::get_keyword_list(&keyword_list);
  4573. EditorNode::get_singleton()->connect("resource_saved", callable_mp(this, &VisualShaderEditor::_resource_saved));
  4574. FileSystemDock::get_singleton()->get_script_create_dialog()->connect("script_created", callable_mp(this, &VisualShaderEditor::_script_created));
  4575. FileSystemDock::get_singleton()->connect("resource_removed", callable_mp(this, &VisualShaderEditor::_resource_removed));
  4576. graph = memnew(GraphEdit);
  4577. graph->get_menu_hbox()->set_h_size_flags(SIZE_EXPAND_FILL);
  4578. graph->set_v_size_flags(SIZE_EXPAND_FILL);
  4579. graph->set_h_size_flags(SIZE_EXPAND_FILL);
  4580. graph->set_show_zoom_label(true);
  4581. add_child(graph);
  4582. SET_DRAG_FORWARDING_GCD(graph, VisualShaderEditor);
  4583. float graph_minimap_opacity = EDITOR_GET("editors/visual_editors/minimap_opacity");
  4584. graph->set_minimap_opacity(graph_minimap_opacity);
  4585. float graph_lines_curvature = EDITOR_GET("editors/visual_editors/lines_curvature");
  4586. graph->set_connection_lines_curvature(graph_lines_curvature);
  4587. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR);
  4588. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4589. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT);
  4590. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_BOOLEAN);
  4591. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4592. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4593. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4594. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_TRANSFORM);
  4595. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SAMPLER);
  4596. //graph->add_valid_left_disconnect_type(0);
  4597. graph->set_v_size_flags(SIZE_EXPAND_FILL);
  4598. graph->connect("connection_request", callable_mp(this, &VisualShaderEditor::_connection_request), CONNECT_DEFERRED);
  4599. graph->connect("disconnection_request", callable_mp(this, &VisualShaderEditor::_disconnection_request), CONNECT_DEFERRED);
  4600. graph->connect("node_selected", callable_mp(this, &VisualShaderEditor::_node_selected));
  4601. graph->connect("scroll_offset_changed", callable_mp(this, &VisualShaderEditor::_scroll_changed));
  4602. graph->connect("duplicate_nodes_request", callable_mp(this, &VisualShaderEditor::_duplicate_nodes));
  4603. graph->connect("copy_nodes_request", callable_mp(this, &VisualShaderEditor::_copy_nodes).bind(false));
  4604. graph->connect("paste_nodes_request", callable_mp(this, &VisualShaderEditor::_paste_nodes).bind(false, Point2()));
  4605. graph->connect("delete_nodes_request", callable_mp(this, &VisualShaderEditor::_delete_nodes_request));
  4606. graph->connect("gui_input", callable_mp(this, &VisualShaderEditor::_graph_gui_input));
  4607. graph->connect("connection_to_empty", callable_mp(this, &VisualShaderEditor::_connection_to_empty));
  4608. graph->connect("connection_from_empty", callable_mp(this, &VisualShaderEditor::_connection_from_empty));
  4609. graph->connect("visibility_changed", callable_mp(this, &VisualShaderEditor::_visibility_changed));
  4610. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR);
  4611. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4612. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
  4613. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4614. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4615. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4616. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4617. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR);
  4618. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4619. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
  4620. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4621. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4622. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4623. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4624. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_SCALAR);
  4625. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4626. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
  4627. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4628. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4629. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4630. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4631. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR);
  4632. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4633. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
  4634. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4635. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4636. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4637. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4638. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR);
  4639. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4640. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
  4641. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4642. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4643. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4644. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4645. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_SCALAR);
  4646. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4647. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
  4648. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4649. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4650. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4651. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4652. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR);
  4653. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4654. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
  4655. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4656. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4657. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4658. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4659. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShaderNode::PORT_TYPE_TRANSFORM);
  4660. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SAMPLER, VisualShaderNode::PORT_TYPE_SAMPLER);
  4661. VSeparator *vs = memnew(VSeparator);
  4662. graph->get_menu_hbox()->add_child(vs);
  4663. graph->get_menu_hbox()->move_child(vs, 0);
  4664. custom_mode_box = memnew(CheckBox);
  4665. custom_mode_box->set_text(TTR("Custom"));
  4666. custom_mode_box->set_pressed(false);
  4667. custom_mode_box->set_visible(false);
  4668. custom_mode_box->connect("toggled", callable_mp(this, &VisualShaderEditor::_custom_mode_toggled));
  4669. edit_type_standard = memnew(OptionButton);
  4670. edit_type_standard->add_item(TTR("Vertex"));
  4671. edit_type_standard->add_item(TTR("Fragment"));
  4672. edit_type_standard->add_item(TTR("Light"));
  4673. edit_type_standard->select(1);
  4674. edit_type_standard->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4675. edit_type_particles = memnew(OptionButton);
  4676. edit_type_particles->add_item(TTR("Start"));
  4677. edit_type_particles->add_item(TTR("Process"));
  4678. edit_type_particles->add_item(TTR("Collide"));
  4679. edit_type_particles->select(0);
  4680. edit_type_particles->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4681. edit_type_sky = memnew(OptionButton);
  4682. edit_type_sky->add_item(TTR("Sky"));
  4683. edit_type_sky->select(0);
  4684. edit_type_sky->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4685. edit_type_fog = memnew(OptionButton);
  4686. edit_type_fog->add_item(TTR("Fog"));
  4687. edit_type_fog->select(0);
  4688. edit_type_fog->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4689. edit_type = edit_type_standard;
  4690. graph->get_menu_hbox()->add_child(custom_mode_box);
  4691. graph->get_menu_hbox()->move_child(custom_mode_box, 0);
  4692. graph->get_menu_hbox()->add_child(edit_type_standard);
  4693. graph->get_menu_hbox()->move_child(edit_type_standard, 0);
  4694. graph->get_menu_hbox()->add_child(edit_type_particles);
  4695. graph->get_menu_hbox()->move_child(edit_type_particles, 0);
  4696. graph->get_menu_hbox()->add_child(edit_type_sky);
  4697. graph->get_menu_hbox()->move_child(edit_type_sky, 0);
  4698. graph->get_menu_hbox()->add_child(edit_type_fog);
  4699. graph->get_menu_hbox()->move_child(edit_type_fog, 0);
  4700. add_node = memnew(Button);
  4701. add_node->set_flat(true);
  4702. add_node->set_text(TTR("Add Node..."));
  4703. graph->get_menu_hbox()->add_child(add_node);
  4704. graph->get_menu_hbox()->move_child(add_node, 0);
  4705. add_node->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_members_dialog).bind(false, VisualShaderNode::PORT_TYPE_MAX, VisualShaderNode::PORT_TYPE_MAX));
  4706. varying_button = memnew(MenuButton);
  4707. varying_button->set_text(TTR("Manage Varyings"));
  4708. varying_button->set_switch_on_hover(true);
  4709. graph->get_menu_hbox()->add_child(varying_button);
  4710. PopupMenu *varying_menu = varying_button->get_popup();
  4711. varying_menu->add_item(TTR("Add Varying"), int(VaryingMenuOptions::ADD));
  4712. varying_menu->add_item(TTR("Remove Varying"), int(VaryingMenuOptions::REMOVE));
  4713. varying_menu->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_varying_menu_id_pressed));
  4714. preview_shader = memnew(Button);
  4715. preview_shader->set_theme_type_variation("FlatButton");
  4716. preview_shader->set_toggle_mode(true);
  4717. preview_shader->set_tooltip_text(TTR("Show generated shader code."));
  4718. graph->get_menu_hbox()->add_child(preview_shader);
  4719. preview_shader->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_preview_text));
  4720. ///////////////////////////////////////
  4721. // PREVIEW WINDOW
  4722. ///////////////////////////////////////
  4723. preview_window = memnew(Window);
  4724. preview_window->set_title(TTR("Generated Shader Code"));
  4725. preview_window->set_visible(preview_showed);
  4726. preview_window->set_exclusive(true);
  4727. preview_window->connect("close_requested", callable_mp(this, &VisualShaderEditor::_preview_close_requested));
  4728. preview_window->connect("size_changed", callable_mp(this, &VisualShaderEditor::_preview_size_changed));
  4729. add_child(preview_window);
  4730. preview_vbox = memnew(VBoxContainer);
  4731. preview_window->add_child(preview_vbox);
  4732. preview_vbox->add_theme_constant_override("separation", 0);
  4733. preview_text = memnew(CodeEdit);
  4734. syntax_highlighter.instantiate();
  4735. preview_vbox->add_child(preview_text);
  4736. preview_text->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  4737. preview_text->set_syntax_highlighter(syntax_highlighter);
  4738. preview_text->set_draw_line_numbers(true);
  4739. preview_text->set_editable(false);
  4740. error_panel = memnew(PanelContainer);
  4741. preview_vbox->add_child(error_panel);
  4742. error_panel->set_visible(false);
  4743. error_label = memnew(Label);
  4744. error_panel->add_child(error_label);
  4745. error_label->set_autowrap_mode(TextServer::AUTOWRAP_WORD_SMART);
  4746. ///////////////////////////////////////
  4747. // POPUP MENU
  4748. ///////////////////////////////////////
  4749. popup_menu = memnew(PopupMenu);
  4750. add_child(popup_menu);
  4751. popup_menu->add_item(TTR("Add Node"), NodeMenuOptions::ADD);
  4752. popup_menu->add_separator();
  4753. popup_menu->add_item(TTR("Cut"), NodeMenuOptions::CUT);
  4754. popup_menu->add_item(TTR("Copy"), NodeMenuOptions::COPY);
  4755. popup_menu->add_item(TTR("Paste"), NodeMenuOptions::PASTE);
  4756. popup_menu->add_item(TTR("Delete"), NodeMenuOptions::DELETE);
  4757. popup_menu->add_item(TTR("Duplicate"), NodeMenuOptions::DUPLICATE);
  4758. popup_menu->add_item(TTR("Clear Copy Buffer"), NodeMenuOptions::CLEAR_COPY_BUFFER);
  4759. popup_menu->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_node_menu_id_pressed));
  4760. connection_popup_menu = memnew(PopupMenu);
  4761. add_child(connection_popup_menu);
  4762. connection_popup_menu->add_item(TTR("Disconnect"), ConnectionMenuOptions::DISCONNECT);
  4763. connection_popup_menu->add_item(TTR("Insert New Node"), ConnectionMenuOptions::INSERT_NEW_NODE);
  4764. connection_popup_menu->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_connection_menu_id_pressed));
  4765. ///////////////////////////////////////
  4766. // SHADER NODES TREE
  4767. ///////////////////////////////////////
  4768. VBoxContainer *members_vb = memnew(VBoxContainer);
  4769. members_vb->set_v_size_flags(SIZE_EXPAND_FILL);
  4770. HBoxContainer *filter_hb = memnew(HBoxContainer);
  4771. members_vb->add_child(filter_hb);
  4772. node_filter = memnew(LineEdit);
  4773. filter_hb->add_child(node_filter);
  4774. node_filter->connect("text_changed", callable_mp(this, &VisualShaderEditor::_member_filter_changed));
  4775. node_filter->connect("gui_input", callable_mp(this, &VisualShaderEditor::_sbox_input));
  4776. node_filter->set_h_size_flags(SIZE_EXPAND_FILL);
  4777. node_filter->set_placeholder(TTR("Search"));
  4778. tools = memnew(MenuButton);
  4779. filter_hb->add_child(tools);
  4780. tools->set_tooltip_text(TTR("Options"));
  4781. tools->get_popup()->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_tools_menu_option));
  4782. tools->get_popup()->add_item(TTR("Expand All"), EXPAND_ALL);
  4783. tools->get_popup()->add_item(TTR("Collapse All"), COLLAPSE_ALL);
  4784. members = memnew(Tree);
  4785. members_vb->add_child(members);
  4786. SET_DRAG_FORWARDING_GCD(members, VisualShaderEditor);
  4787. members->set_h_size_flags(SIZE_EXPAND_FILL);
  4788. members->set_v_size_flags(SIZE_EXPAND_FILL);
  4789. members->set_hide_root(true);
  4790. members->set_allow_reselect(true);
  4791. members->set_hide_folding(false);
  4792. members->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
  4793. members->connect("item_activated", callable_mp(this, &VisualShaderEditor::_member_create));
  4794. members->connect("item_selected", callable_mp(this, &VisualShaderEditor::_member_selected));
  4795. members->connect("nothing_selected", callable_mp(this, &VisualShaderEditor::_member_unselected));
  4796. HBoxContainer *desc_hbox = memnew(HBoxContainer);
  4797. members_vb->add_child(desc_hbox);
  4798. Label *desc_label = memnew(Label);
  4799. desc_hbox->add_child(desc_label);
  4800. desc_label->set_text(TTR("Description:"));
  4801. desc_hbox->add_spacer();
  4802. highend_label = memnew(Label);
  4803. desc_hbox->add_child(highend_label);
  4804. highend_label->set_visible(false);
  4805. highend_label->set_text("Vulkan");
  4806. highend_label->set_mouse_filter(Control::MOUSE_FILTER_STOP);
  4807. highend_label->set_tooltip_text(TTR("High-end node"));
  4808. node_desc = memnew(RichTextLabel);
  4809. members_vb->add_child(node_desc);
  4810. node_desc->set_h_size_flags(SIZE_EXPAND_FILL);
  4811. node_desc->set_v_size_flags(SIZE_FILL);
  4812. node_desc->set_custom_minimum_size(Size2(0, 70 * EDSCALE));
  4813. members_dialog = memnew(ConfirmationDialog);
  4814. members_dialog->set_title(TTR("Create Shader Node"));
  4815. members_dialog->set_exclusive(true);
  4816. members_dialog->add_child(members_vb);
  4817. members_dialog->set_ok_button_text(TTR("Create"));
  4818. members_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_member_create));
  4819. members_dialog->get_ok_button()->set_disabled(true);
  4820. members_dialog->connect("canceled", callable_mp(this, &VisualShaderEditor::_member_cancel));
  4821. add_child(members_dialog);
  4822. // add varyings dialog
  4823. {
  4824. add_varying_dialog = memnew(ConfirmationDialog);
  4825. add_varying_dialog->set_title(TTR("Create Shader Varying"));
  4826. add_varying_dialog->set_exclusive(true);
  4827. add_varying_dialog->set_ok_button_text(TTR("Create"));
  4828. add_varying_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_varying_create));
  4829. add_varying_dialog->get_ok_button()->set_disabled(true);
  4830. add_child(add_varying_dialog);
  4831. VBoxContainer *vb = memnew(VBoxContainer);
  4832. add_varying_dialog->add_child(vb);
  4833. HBoxContainer *hb = memnew(HBoxContainer);
  4834. vb->add_child(hb);
  4835. hb->set_h_size_flags(SIZE_EXPAND_FILL);
  4836. varying_type = memnew(OptionButton);
  4837. hb->add_child(varying_type);
  4838. varying_type->add_item("Float");
  4839. varying_type->add_item("Int");
  4840. varying_type->add_item("UInt");
  4841. varying_type->add_item("Vector2");
  4842. varying_type->add_item("Vector3");
  4843. varying_type->add_item("Vector4");
  4844. varying_type->add_item("Boolean");
  4845. varying_type->add_item("Transform");
  4846. varying_name = memnew(LineEdit);
  4847. hb->add_child(varying_name);
  4848. varying_name->set_custom_minimum_size(Size2(150 * EDSCALE, 0));
  4849. varying_name->set_h_size_flags(SIZE_EXPAND_FILL);
  4850. varying_name->connect("text_changed", callable_mp(this, &VisualShaderEditor::_varying_name_changed));
  4851. varying_mode = memnew(OptionButton);
  4852. hb->add_child(varying_mode);
  4853. varying_mode->add_item("Vertex -> [Fragment, Light]");
  4854. varying_mode->add_item("Fragment -> Light");
  4855. varying_error_label = memnew(Label);
  4856. vb->add_child(varying_error_label);
  4857. varying_error_label->set_h_size_flags(SIZE_EXPAND_FILL);
  4858. varying_error_label->hide();
  4859. }
  4860. // remove varying dialog
  4861. {
  4862. remove_varying_dialog = memnew(ConfirmationDialog);
  4863. remove_varying_dialog->set_title(TTR("Delete Shader Varying"));
  4864. remove_varying_dialog->set_exclusive(true);
  4865. remove_varying_dialog->set_ok_button_text(TTR("Delete"));
  4866. remove_varying_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_varying_deleted));
  4867. add_child(remove_varying_dialog);
  4868. VBoxContainer *vb = memnew(VBoxContainer);
  4869. remove_varying_dialog->add_child(vb);
  4870. varyings = memnew(Tree);
  4871. vb->add_child(varyings);
  4872. varyings->set_h_size_flags(SIZE_EXPAND_FILL);
  4873. varyings->set_v_size_flags(SIZE_EXPAND_FILL);
  4874. varyings->set_hide_root(true);
  4875. varyings->set_allow_reselect(true);
  4876. varyings->set_hide_folding(false);
  4877. varyings->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
  4878. varyings->connect("item_activated", callable_mp(this, &VisualShaderEditor::_varying_deleted));
  4879. varyings->connect("item_selected", callable_mp(this, &VisualShaderEditor::_varying_selected));
  4880. varyings->connect("nothing_selected", callable_mp(this, &VisualShaderEditor::_varying_unselected));
  4881. }
  4882. alert = memnew(AcceptDialog);
  4883. alert->get_label()->set_autowrap_mode(TextServer::AUTOWRAP_WORD);
  4884. alert->get_label()->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
  4885. alert->get_label()->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
  4886. alert->get_label()->set_custom_minimum_size(Size2(400, 60) * EDSCALE);
  4887. add_child(alert);
  4888. comment_title_change_popup = memnew(PopupPanel);
  4889. comment_title_change_edit = memnew(LineEdit);
  4890. comment_title_change_edit->set_expand_to_text_length_enabled(true);
  4891. comment_title_change_edit->connect("text_changed", callable_mp(this, &VisualShaderEditor::_comment_title_text_changed));
  4892. comment_title_change_edit->connect("text_submitted", callable_mp(this, &VisualShaderEditor::_comment_title_text_submitted));
  4893. comment_title_change_popup->add_child(comment_title_change_edit);
  4894. comment_title_change_edit->reset_size();
  4895. comment_title_change_popup->reset_size();
  4896. comment_title_change_popup->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_comment_title_popup_focus_out));
  4897. comment_title_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_comment_title_popup_hide));
  4898. add_child(comment_title_change_popup);
  4899. comment_desc_change_popup = memnew(PopupPanel);
  4900. VBoxContainer *comment_desc_vbox = memnew(VBoxContainer);
  4901. comment_desc_change_popup->add_child(comment_desc_vbox);
  4902. comment_desc_change_edit = memnew(TextEdit);
  4903. comment_desc_change_edit->connect("text_changed", callable_mp(this, &VisualShaderEditor::_comment_desc_text_changed));
  4904. comment_desc_vbox->add_child(comment_desc_change_edit);
  4905. comment_desc_change_edit->set_custom_minimum_size(Size2(300 * EDSCALE, 150 * EDSCALE));
  4906. comment_desc_change_edit->reset_size();
  4907. comment_desc_change_popup->reset_size();
  4908. comment_desc_change_popup->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_comment_desc_confirm));
  4909. comment_desc_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_comment_desc_popup_hide));
  4910. Button *comment_desc_confirm_button = memnew(Button);
  4911. comment_desc_confirm_button->set_text(TTR("OK"));
  4912. comment_desc_vbox->add_child(comment_desc_confirm_button);
  4913. comment_desc_confirm_button->connect("pressed", callable_mp(this, &VisualShaderEditor::_comment_desc_confirm));
  4914. add_child(comment_desc_change_popup);
  4915. ///////////////////////////////////////
  4916. // SHADER NODES TREE OPTIONS
  4917. ///////////////////////////////////////
  4918. // COLOR
  4919. add_options.push_back(AddOption("ColorFunc", "Color/Common", "VisualShaderNodeColorFunc", TTR("Color function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4920. add_options.push_back(AddOption("ColorOp", "Color/Common", "VisualShaderNodeColorOp", TTR("Color operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4921. add_options.push_back(AddOption("Grayscale", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Grayscale function."), { VisualShaderNodeColorFunc::FUNC_GRAYSCALE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4922. 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));
  4923. 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));
  4924. add_options.push_back(AddOption("Sepia", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Sepia function."), { VisualShaderNodeColorFunc::FUNC_SEPIA }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4925. add_options.push_back(AddOption("Burn", "Color/Operators", "VisualShaderNodeColorOp", TTR("Burn operator."), { VisualShaderNodeColorOp::OP_BURN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4926. add_options.push_back(AddOption("Darken", "Color/Operators", "VisualShaderNodeColorOp", TTR("Darken operator."), { VisualShaderNodeColorOp::OP_DARKEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4927. add_options.push_back(AddOption("Difference", "Color/Operators", "VisualShaderNodeColorOp", TTR("Difference operator."), { VisualShaderNodeColorOp::OP_DIFFERENCE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4928. add_options.push_back(AddOption("Dodge", "Color/Operators", "VisualShaderNodeColorOp", TTR("Dodge operator."), { VisualShaderNodeColorOp::OP_DODGE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4929. add_options.push_back(AddOption("HardLight", "Color/Operators", "VisualShaderNodeColorOp", TTR("HardLight operator."), { VisualShaderNodeColorOp::OP_HARD_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4930. add_options.push_back(AddOption("Lighten", "Color/Operators", "VisualShaderNodeColorOp", TTR("Lighten operator."), { VisualShaderNodeColorOp::OP_LIGHTEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4931. add_options.push_back(AddOption("Overlay", "Color/Operators", "VisualShaderNodeColorOp", TTR("Overlay operator."), { VisualShaderNodeColorOp::OP_OVERLAY }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4932. add_options.push_back(AddOption("Screen", "Color/Operators", "VisualShaderNodeColorOp", TTR("Screen operator."), { VisualShaderNodeColorOp::OP_SCREEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4933. add_options.push_back(AddOption("SoftLight", "Color/Operators", "VisualShaderNodeColorOp", TTR("SoftLight operator."), { VisualShaderNodeColorOp::OP_SOFT_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4934. add_options.push_back(AddOption("ColorConstant", "Color/Variables", "VisualShaderNodeColorConstant", TTR("Color constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4935. add_options.push_back(AddOption("ColorParameter", "Color/Variables", "VisualShaderNodeColorParameter", TTR("Color parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4936. // COMMON
  4937. 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));
  4938. // CONDITIONAL
  4939. const String &compare_func_desc = TTR("Returns the boolean result of the %s comparison between two parameters.");
  4940. add_options.push_back(AddOption("Equal (==)", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Equal (==)")), { VisualShaderNodeCompare::FUNC_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4941. add_options.push_back(AddOption("GreaterThan (>)", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Greater Than (>)")), { VisualShaderNodeCompare::FUNC_GREATER_THAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4942. 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));
  4943. 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));
  4944. 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));
  4945. 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));
  4946. add_options.push_back(AddOption("LessThan (<)", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Less Than (<)")), { VisualShaderNodeCompare::FUNC_LESS_THAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4947. 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));
  4948. add_options.push_back(AddOption("NotEqual (!=)", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Not Equal (!=)")), { VisualShaderNodeCompare::FUNC_NOT_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4949. 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));
  4950. 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));
  4951. 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));
  4952. 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));
  4953. 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));
  4954. 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));
  4955. add_options.push_back(AddOption("SwitchUInt (==)", "Conditional/Functions", "VisualShaderNodeSwitch", TTR("Returns an associated unsigned integer scalar if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_UINT }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  4956. add_options.push_back(AddOption("Compare (==)", "Conditional/Common", "VisualShaderNodeCompare", TTR("Returns the boolean result of the comparison between two parameters."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4957. 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));
  4958. add_options.push_back(AddOption("BooleanConstant", "Conditional/Variables", "VisualShaderNodeBooleanConstant", TTR("Boolean constant."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4959. add_options.push_back(AddOption("BooleanParameter", "Conditional/Variables", "VisualShaderNodeBooleanParameter", TTR("Boolean parameter."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4960. // INPUT
  4961. const String translation_gdsl = "\n\n" + TTR("Translated to '%s' in Godot Shading Language.");
  4962. const String input_param_shader_modes = TTR("'%s' input parameter for all shader modes.") + translation_gdsl;
  4963. // NODE3D-FOR-ALL
  4964. add_options.push_back(AddOption("Exposure", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "exposure", "EXPOSURE"), { "exposure" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_SPATIAL));
  4965. 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));
  4966. 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));
  4967. 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));
  4968. 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));
  4969. 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));
  4970. 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));
  4971. 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));
  4972. 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));
  4973. 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));
  4974. 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));
  4975. 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));
  4976. // CANVASITEM-FOR-ALL
  4977. 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));
  4978. 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));
  4979. 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));
  4980. 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));
  4981. // PARTICLES-FOR-ALL
  4982. 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));
  4983. 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));
  4984. 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));
  4985. 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));
  4986. 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));
  4987. 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));
  4988. add_options.push_back(AddOption("Index", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "index", "INDEX"), { "index" }, VisualShaderNode::PORT_TYPE_SCALAR_UINT, -1, Shader::MODE_PARTICLES));
  4989. 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));
  4990. add_options.push_back(AddOption("Number", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "number", "NUMBER"), { "number" }, VisualShaderNode::PORT_TYPE_SCALAR_UINT, -1, Shader::MODE_PARTICLES));
  4991. add_options.push_back(AddOption("RandomSeed", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "random_seed", "RANDOM_SEED"), { "random_seed" }, VisualShaderNode::PORT_TYPE_SCALAR_UINT, -1, Shader::MODE_PARTICLES));
  4992. 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));
  4993. 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));
  4994. 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));
  4995. 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));
  4996. /////////////////
  4997. add_options.push_back(AddOption("Input", "Input/Common", "VisualShaderNodeInput", TTR("Input parameter.")));
  4998. const String input_param_for_vertex_and_fragment_shader_modes = TTR("'%s' input parameter for vertex and fragment shader modes.") + translation_gdsl;
  4999. const String input_param_for_fragment_and_light_shader_modes = TTR("'%s' input parameter for fragment and light shader modes.") + translation_gdsl;
  5000. const String input_param_for_fragment_shader_mode = TTR("'%s' input parameter for fragment shader mode.") + translation_gdsl;
  5001. const String input_param_for_sky_shader_mode = TTR("'%s' input parameter for sky shader mode.") + translation_gdsl;
  5002. const String input_param_for_fog_shader_mode = TTR("'%s' input parameter for fog shader mode.") + translation_gdsl;
  5003. const String input_param_for_light_shader_mode = TTR("'%s' input parameter for light shader mode.") + translation_gdsl;
  5004. const String input_param_for_vertex_shader_mode = TTR("'%s' input parameter for vertex shader mode.") + translation_gdsl;
  5005. const String input_param_for_start_shader_mode = TTR("'%s' input parameter for start shader mode.") + translation_gdsl;
  5006. const String input_param_for_process_shader_mode = TTR("'%s' input parameter for process shader mode.") + translation_gdsl;
  5007. const String input_param_for_collide_shader_mode = TTR("'%s' input parameter for collide shader mode." + translation_gdsl);
  5008. const String input_param_for_start_and_process_shader_mode = TTR("'%s' input parameter for start and process shader modes.") + translation_gdsl;
  5009. const String input_param_for_process_and_collide_shader_mode = TTR("'%s' input parameter for process and collide shader modes.") + translation_gdsl;
  5010. const String input_param_for_vertex_and_fragment_shader_mode = TTR("'%s' input parameter for vertex and fragment shader modes.") + translation_gdsl;
  5011. // NODE3D INPUTS
  5012. 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));
  5013. 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));
  5014. add_options.push_back(AddOption("Custom0", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom0", "CUSTOM0"), { "custom0" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5015. add_options.push_back(AddOption("Custom1", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom1", "CUSTOM1"), { "custom1" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5016. add_options.push_back(AddOption("Custom2", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom2", "CUSTOM2"), { "custom2" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5017. add_options.push_back(AddOption("Custom3", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom3", "CUSTOM3"), { "custom3" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5018. 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));
  5019. 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));
  5020. 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));
  5021. 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));
  5022. 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));
  5023. 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));
  5024. 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));
  5025. 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));
  5026. 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));
  5027. 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));
  5028. add_options.push_back(AddOption("EyeOffset", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "eye_offset", "EYE_OFFSET"), { "eye_offset" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5029. 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));
  5030. 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));
  5031. 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));
  5032. add_options.push_back(AddOption("CameraVisibleLayers", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS"), { "camera_visible_layers" }, VisualShaderNode::PORT_TYPE_SCALAR_UINT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5033. 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));
  5034. 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));
  5035. 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));
  5036. 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));
  5037. 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));
  5038. 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));
  5039. 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));
  5040. 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));
  5041. 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));
  5042. 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));
  5043. 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));
  5044. 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));
  5045. 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));
  5046. add_options.push_back(AddOption("EyeOffset", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "eye_offset", "EYE_OFFSET"), { "eye_offset" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5047. 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));
  5048. 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));
  5049. 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));
  5050. add_options.push_back(AddOption("CameraVisibleLayers", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS"), { "camera_visible_layers" }, VisualShaderNode::PORT_TYPE_SCALAR_UINT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5051. 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));
  5052. 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));
  5053. 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));
  5054. 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));
  5055. 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));
  5056. 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));
  5057. 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));
  5058. 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));
  5059. 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_SPATIAL));
  5060. 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));
  5061. 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));
  5062. 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));
  5063. 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));
  5064. // CANVASITEM INPUTS
  5065. 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));
  5066. 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));
  5067. 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));
  5068. 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));
  5069. 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));
  5070. 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));
  5071. 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));
  5072. 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));
  5073. 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));
  5074. 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));
  5075. 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));
  5076. 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));
  5077. 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));
  5078. 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));
  5079. 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));
  5080. 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));
  5081. 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));
  5082. 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));
  5083. 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));
  5084. 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));
  5085. 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));
  5086. 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));
  5087. 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));
  5088. 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));
  5089. 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));
  5090. 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));
  5091. 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));
  5092. 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));
  5093. 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));
  5094. 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));
  5095. 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));
  5096. 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));
  5097. 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));
  5098. // SKY INPUTS
  5099. 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));
  5100. 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));
  5101. 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));
  5102. 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));
  5103. 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));
  5104. 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));
  5105. 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));
  5106. 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));
  5107. 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));
  5108. 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));
  5109. 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));
  5110. 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));
  5111. 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));
  5112. 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));
  5113. 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));
  5114. 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));
  5115. 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));
  5116. 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));
  5117. 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));
  5118. 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));
  5119. 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));
  5120. 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));
  5121. 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));
  5122. 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));
  5123. 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));
  5124. 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));
  5125. 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));
  5126. 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));
  5127. // FOG INPUTS
  5128. 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));
  5129. 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));
  5130. 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));
  5131. add_options.push_back(AddOption("Size", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "size", "SIZE"), { "size" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  5132. 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));
  5133. 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));
  5134. // PARTICLES INPUTS
  5135. 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));
  5136. 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));
  5137. // PARTICLES
  5138. add_options.push_back(AddOption("EmitParticle", "Particles", "VisualShaderNodeParticleEmit", "", {}, -1, TYPE_FLAGS_PROCESS | TYPE_FLAGS_PROCESS_CUSTOM | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  5139. add_options.push_back(AddOption("ParticleAccelerator", "Particles", "VisualShaderNodeParticleAccelerator", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
  5140. add_options.push_back(AddOption("ParticleRandomness", "Particles", "VisualShaderNodeParticleRandomness", "", {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT | TYPE_FLAGS_PROCESS | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  5141. 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));
  5142. add_options.push_back(AddOption("BoxEmitter", "Particles/Emitters", "VisualShaderNodeParticleBoxEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  5143. add_options.push_back(AddOption("MeshEmitter", "Particles/Emitters", "VisualShaderNodeParticleMeshEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  5144. add_options.push_back(AddOption("RingEmitter", "Particles/Emitters", "VisualShaderNodeParticleRingEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  5145. add_options.push_back(AddOption("SphereEmitter", "Particles/Emitters", "VisualShaderNodeParticleSphereEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  5146. add_options.push_back(AddOption("ConeVelocity", "Particles/Velocity", "VisualShaderNodeParticleConeVelocity", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  5147. // SCALAR
  5148. add_options.push_back(AddOption("FloatFunc", "Scalar/Common", "VisualShaderNodeFloatFunc", TTR("Float function."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  5149. add_options.push_back(AddOption("FloatOp", "Scalar/Common", "VisualShaderNodeFloatOp", TTR("Float operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  5150. add_options.push_back(AddOption("IntFunc", "Scalar/Common", "VisualShaderNodeIntFunc", TTR("Integer function."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  5151. add_options.push_back(AddOption("IntOp", "Scalar/Common", "VisualShaderNodeIntOp", TTR("Integer operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  5152. add_options.push_back(AddOption("UIntFunc", "Scalar/Common", "VisualShaderNodeUIntFunc", TTR("Unsigned integer function."), {}, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5153. add_options.push_back(AddOption("UIntOp", "Scalar/Common", "VisualShaderNodeUIntOp", TTR("Unsigned integer operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5154. // CONSTANTS
  5155. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  5156. 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));
  5157. }
  5158. // FUNCTIONS
  5159. add_options.push_back(AddOption("Abs", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ABS }, VisualShaderNode::PORT_TYPE_SCALAR));
  5160. 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));
  5161. add_options.push_back(AddOption("ACos", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ACOS }, VisualShaderNode::PORT_TYPE_SCALAR));
  5162. 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));
  5163. add_options.push_back(AddOption("ASin", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ASIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  5164. 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));
  5165. add_options.push_back(AddOption("ATan", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ATAN }, VisualShaderNode::PORT_TYPE_SCALAR));
  5166. add_options.push_back(AddOption("ATan2", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeFloatOp::OP_ATAN2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  5167. 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));
  5168. 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));
  5169. add_options.push_back(AddOption("BitwiseNOT", "Scalar/Functions", "VisualShaderNodeUIntFunc", TTR("Returns the result of bitwise NOT (~a) operation on the unsigned integer."), { VisualShaderNodeUIntFunc::FUNC_BITWISE_NOT }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5170. 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));
  5171. 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));
  5172. 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));
  5173. add_options.push_back(AddOption("Clamp", "Scalar/Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_UINT }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5174. add_options.push_back(AddOption("Cos", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COS }, VisualShaderNode::PORT_TYPE_SCALAR));
  5175. add_options.push_back(AddOption("CosH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COSH }, VisualShaderNode::PORT_TYPE_SCALAR));
  5176. add_options.push_back(AddOption("Degrees", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeFloatFunc::FUNC_DEGREES }, VisualShaderNode::PORT_TYPE_SCALAR));
  5177. 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));
  5178. 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));
  5179. add_options.push_back(AddOption("Exp", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Base-e Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP }, VisualShaderNode::PORT_TYPE_SCALAR));
  5180. add_options.push_back(AddOption("Exp2", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  5181. 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));
  5182. add_options.push_back(AddOption("Fract", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeFloatFunc::FUNC_FRACT }, VisualShaderNode::PORT_TYPE_SCALAR));
  5183. 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));
  5184. add_options.push_back(AddOption("Log", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Natural logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG }, VisualShaderNode::PORT_TYPE_SCALAR));
  5185. add_options.push_back(AddOption("Log2", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  5186. add_options.push_back(AddOption("Max", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the greater of two values."), { VisualShaderNodeFloatOp::OP_MAX }, VisualShaderNode::PORT_TYPE_SCALAR));
  5187. add_options.push_back(AddOption("Min", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the lesser of two values."), { VisualShaderNodeFloatOp::OP_MIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  5188. add_options.push_back(AddOption("Mix", "Scalar/Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two scalars."), { VisualShaderNodeMix::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
  5189. add_options.push_back(AddOption("MultiplyAdd (a * b + c)", "Scalar/Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on scalars."), { VisualShaderNodeMultiplyAdd::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
  5190. add_options.push_back(AddOption("Negate (*-1)", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR));
  5191. add_options.push_back(AddOption("Negate (*-1)", "Scalar/Functions", "VisualShaderNodeIntFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeIntFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  5192. add_options.push_back(AddOption("Negate (*-1)", "Scalar/Functions", "VisualShaderNodeUIntFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeUIntFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5193. add_options.push_back(AddOption("OneMinus (1-)", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("1.0 - scalar"), { VisualShaderNodeFloatFunc::FUNC_ONEMINUS }, VisualShaderNode::PORT_TYPE_SCALAR));
  5194. 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));
  5195. add_options.push_back(AddOption("Radians", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeFloatFunc::FUNC_RADIANS }, VisualShaderNode::PORT_TYPE_SCALAR));
  5196. add_options.push_back(AddOption("Reciprocal", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("1.0 / scalar"), { VisualShaderNodeFloatFunc::FUNC_RECIPROCAL }, VisualShaderNode::PORT_TYPE_SCALAR));
  5197. add_options.push_back(AddOption("Round", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUND }, VisualShaderNode::PORT_TYPE_SCALAR));
  5198. 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));
  5199. 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));
  5200. add_options.push_back(AddOption("Sign", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR));
  5201. add_options.push_back(AddOption("Sign", "Scalar/Functions", "VisualShaderNodeIntFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeIntFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  5202. add_options.push_back(AddOption("Sin", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  5203. add_options.push_back(AddOption("SinH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SINH }, VisualShaderNode::PORT_TYPE_SCALAR));
  5204. add_options.push_back(AddOption("Sqrt", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SQRT }, VisualShaderNode::PORT_TYPE_SCALAR));
  5205. 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));
  5206. 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));
  5207. 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));
  5208. add_options.push_back(AddOption("Tan", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TAN }, VisualShaderNode::PORT_TYPE_SCALAR));
  5209. add_options.push_back(AddOption("TanH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TANH }, VisualShaderNode::PORT_TYPE_SCALAR));
  5210. add_options.push_back(AddOption("Trunc", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TRUNC }, VisualShaderNode::PORT_TYPE_SCALAR));
  5211. add_options.push_back(AddOption("Add (+)", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Sums two floating-point scalars."), { VisualShaderNodeFloatOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR));
  5212. add_options.push_back(AddOption("Add (+)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Sums two integer scalars."), { VisualShaderNodeIntOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  5213. add_options.push_back(AddOption("Add (+)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Sums two unsigned integer scalars."), { VisualShaderNodeUIntOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5214. 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));
  5215. add_options.push_back(AddOption("BitwiseAND (&)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Returns the result of bitwise AND (a & b) operation for two unsigned integers."), { VisualShaderNodeUIntOp::OP_BITWISE_AND }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5216. 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));
  5217. add_options.push_back(AddOption("BitwiseLeftShift (<<)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Returns the result of bitwise left shift (a << b) operation on the unsigned integer."), { VisualShaderNodeUIntOp::OP_BITWISE_LEFT_SHIFT }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5218. 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));
  5219. add_options.push_back(AddOption("BitwiseOR (|)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Returns the result of bitwise OR (a | b) operation for two unsigned integers."), { VisualShaderNodeUIntOp::OP_BITWISE_OR }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5220. 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));
  5221. add_options.push_back(AddOption("BitwiseRightShift (>>)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Returns the result of bitwise right shift (a >> b) operation on the unsigned integer."), { VisualShaderNodeIntOp::OP_BITWISE_RIGHT_SHIFT }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5222. 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));
  5223. add_options.push_back(AddOption("BitwiseXOR (^)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Returns the result of bitwise XOR (a ^ b) operation on the unsigned integer."), { VisualShaderNodeUIntOp::OP_BITWISE_XOR }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5224. add_options.push_back(AddOption("Divide (/)", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Divides two floating-point scalars."), { VisualShaderNodeFloatOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR));
  5225. add_options.push_back(AddOption("Divide (/)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Divides two integer scalars."), { VisualShaderNodeIntOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  5226. add_options.push_back(AddOption("Divide (/)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Divides two unsigned integer scalars."), { VisualShaderNodeUIntOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5227. add_options.push_back(AddOption("Multiply (*)", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Multiplies two floating-point scalars."), { VisualShaderNodeFloatOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR));
  5228. add_options.push_back(AddOption("Multiply (*)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Multiplies two integer scalars."), { VisualShaderNodeIntOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  5229. add_options.push_back(AddOption("Multiply (*)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Multiplies two unsigned integer scalars."), { VisualShaderNodeUIntOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5230. 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));
  5231. 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));
  5232. add_options.push_back(AddOption("Remainder", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Returns the remainder of the two unsigned integer scalars."), { VisualShaderNodeUIntOp::OP_MOD }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5233. add_options.push_back(AddOption("Subtract (-)", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Subtracts two floating-point scalars."), { VisualShaderNodeFloatOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR));
  5234. add_options.push_back(AddOption("Subtract (-)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Subtracts two integer scalars."), { VisualShaderNodeIntOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  5235. add_options.push_back(AddOption("Subtract (-)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Subtracts two unsigned integer scalars."), { VisualShaderNodeUIntOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5236. add_options.push_back(AddOption("FloatConstant", "Scalar/Variables", "VisualShaderNodeFloatConstant", TTR("Scalar floating-point constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  5237. add_options.push_back(AddOption("IntConstant", "Scalar/Variables", "VisualShaderNodeIntConstant", TTR("Scalar integer constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  5238. add_options.push_back(AddOption("UIntConstant", "Scalar/Variables", "VisualShaderNodeUIntConstant", TTR("Scalar unsigned integer constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5239. add_options.push_back(AddOption("FloatParameter", "Scalar/Variables", "VisualShaderNodeFloatParameter", TTR("Scalar floating-point parameter."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  5240. add_options.push_back(AddOption("IntParameter", "Scalar/Variables", "VisualShaderNodeIntParameter", TTR("Scalar integer parameter."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  5241. add_options.push_back(AddOption("UIntParameter", "Scalar/Variables", "VisualShaderNodeUIntParameter", TTR("Scalar unsigned integer parameter."), {}, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5242. // SDF
  5243. {
  5244. 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));
  5245. 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));
  5246. 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));
  5247. 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));
  5248. 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));
  5249. }
  5250. // TEXTURES
  5251. add_options.push_back(AddOption("UVFunc", "Textures/Common", "VisualShaderNodeUVFunc", TTR("Function to be applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5252. add_options.push_back(AddOption("UVPolarCoord", "Textures/Common", "VisualShaderNodeUVPolarCoord", TTR("Polar coordinates conversion applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5253. cubemap_node_option_idx = add_options.size();
  5254. add_options.push_back(AddOption("CubeMap", "Textures/Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5255. curve_node_option_idx = add_options.size();
  5256. add_options.push_back(AddOption("CurveTexture", "Textures/Functions", "VisualShaderNodeCurveTexture", TTR("Perform the curve texture lookup."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  5257. curve_xyz_node_option_idx = add_options.size();
  5258. add_options.push_back(AddOption("CurveXYZTexture", "Textures/Functions", "VisualShaderNodeCurveXYZTexture", TTR("Perform the three components curve texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5259. add_options.push_back(AddOption("LinearSceneDepth", "Textures/Functions", "VisualShaderNodeLinearSceneDepth", TTR("Returns the depth value obtained from the depth prepass in a linear space."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5260. texture2d_node_option_idx = add_options.size();
  5261. add_options.push_back(AddOption("WorldPositionFromDepth", "Textures/Functions", "VisualShaderNodeWorldPositionFromDepth", TTR("Reconstructs the World Position of the Node from the depth texture."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5262. texture2d_node_option_idx = add_options.size();
  5263. add_options.push_back(AddOption("ScreenNormalWorldSpace", "Textures/Functions", "VisualShaderNodeScreenNormalWorldSpace", TTR("Unpacks the Screen Normal Texture in World Space"), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5264. texture2d_node_option_idx = add_options.size();
  5265. add_options.push_back(AddOption("Texture2D", "Textures/Functions", "VisualShaderNodeTexture", TTR("Perform the 2D texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5266. texture2d_array_node_option_idx = add_options.size();
  5267. add_options.push_back(AddOption("Texture2DArray", "Textures/Functions", "VisualShaderNodeTexture2DArray", TTR("Perform the 2D-array texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5268. texture3d_node_option_idx = add_options.size();
  5269. add_options.push_back(AddOption("Texture3D", "Textures/Functions", "VisualShaderNodeTexture3D", TTR("Perform the 3D texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5270. add_options.push_back(AddOption("UVPanning", "Textures/Functions", "VisualShaderNodeUVFunc", TTR("Apply panning function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_PANNING }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5271. add_options.push_back(AddOption("UVScaling", "Textures/Functions", "VisualShaderNodeUVFunc", TTR("Apply scaling function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_SCALING }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5272. add_options.push_back(AddOption("CubeMapParameter", "Textures/Variables", "VisualShaderNodeCubemapParameter", TTR("Cubic texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  5273. add_options.push_back(AddOption("Texture2DParameter", "Textures/Variables", "VisualShaderNodeTexture2DParameter", TTR("2D texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  5274. 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));
  5275. add_options.push_back(AddOption("Texture2DArrayParameter", "Textures/Variables", "VisualShaderNodeTexture2DArrayParameter", TTR("2D array of textures parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  5276. add_options.push_back(AddOption("Texture3DParameter", "Textures/Variables", "VisualShaderNodeTexture3DParameter", TTR("3D texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  5277. // TRANSFORM
  5278. add_options.push_back(AddOption("TransformFunc", "Transform/Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5279. add_options.push_back(AddOption("TransformOp", "Transform/Common", "VisualShaderNodeTransformOp", TTR("Transform operator."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5280. 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));
  5281. add_options.push_back(AddOption("TransformCompose", "Transform/Composition", "VisualShaderNodeTransformCompose", TTR("Composes transform from four vectors."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5282. add_options.push_back(AddOption("TransformDecompose", "Transform/Composition", "VisualShaderNodeTransformDecompose", TTR("Decomposes transform to four vectors.")));
  5283. add_options.push_back(AddOption("Determinant", "Transform/Functions", "VisualShaderNodeDeterminant", TTR("Calculates the determinant of a transform."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  5284. 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));
  5285. add_options.push_back(AddOption("Inverse", "Transform/Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the inverse of a transform."), { VisualShaderNodeTransformFunc::FUNC_INVERSE }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5286. add_options.push_back(AddOption("Transpose", "Transform/Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the transpose of a transform."), { VisualShaderNodeTransformFunc::FUNC_TRANSPOSE }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5287. add_options.push_back(AddOption("Add (+)", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Sums two transforms."), { VisualShaderNodeTransformOp::OP_ADD }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5288. add_options.push_back(AddOption("Divide (/)", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Divides two transforms."), { VisualShaderNodeTransformOp::OP_A_DIV_B }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5289. add_options.push_back(AddOption("Multiply (*)", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Multiplies two transforms."), { VisualShaderNodeTransformOp::OP_AxB }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5290. 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));
  5291. add_options.push_back(AddOption("Subtract (-)", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Subtracts two transforms."), { VisualShaderNodeTransformOp::OP_A_MINUS_B }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5292. add_options.push_back(AddOption("TransformVectorMult (*)", "Transform/Operators", "VisualShaderNodeTransformVecMult", TTR("Multiplies vector by transform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5293. add_options.push_back(AddOption("TransformConstant", "Transform/Variables", "VisualShaderNodeTransformConstant", TTR("Transform constant."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5294. add_options.push_back(AddOption("TransformParameter", "Transform/Variables", "VisualShaderNodeTransformParameter", TTR("Transform parameter."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5295. // UTILITY
  5296. 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));
  5297. 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));
  5298. add_options.push_back(AddOption("RandomRange", "Utility", "VisualShaderNodeRandomRange", TTR("Returns a random value between the minimum and maximum input values."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  5299. 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));
  5300. add_options.push_back(AddOption("RotationByAxis", "Utility", "VisualShaderNodeRotationByAxis", TTR("Rotates an input vector by a given angle."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5301. add_options.push_back(AddOption("RotationByAxis", "Utility", "VisualShaderNodeRotationByAxis", TTR("Rotates an input vector by a given angle."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5302. // VECTOR
  5303. add_options.push_back(AddOption("VectorFunc", "Vector/Common", "VisualShaderNodeVectorFunc", TTR("Vector function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5304. add_options.push_back(AddOption("VectorOp", "Vector/Common", "VisualShaderNodeVectorOp", TTR("Vector operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5305. add_options.push_back(AddOption("VectorCompose", "Vector/Common", "VisualShaderNodeVectorCompose", TTR("Composes vector from scalars.")));
  5306. add_options.push_back(AddOption("VectorDecompose", "Vector/Common", "VisualShaderNodeVectorDecompose", TTR("Decomposes vector to scalars.")));
  5307. 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));
  5308. add_options.push_back(AddOption("Vector2Decompose", "Vector/Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 2D vector to two scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_2D }));
  5309. 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));
  5310. add_options.push_back(AddOption("Vector3Decompose", "Vector/Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 3D vector to three scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_3D }));
  5311. 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));
  5312. add_options.push_back(AddOption("Vector4Decompose", "Vector/Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 4D vector to four scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_4D }));
  5313. 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));
  5314. 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));
  5315. 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));
  5316. 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));
  5317. 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));
  5318. 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));
  5319. 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));
  5320. 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));
  5321. 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));
  5322. 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));
  5323. 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));
  5324. 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));
  5325. 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));
  5326. 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));
  5327. 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));
  5328. 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));
  5329. 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));
  5330. 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));
  5331. 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));
  5332. 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));
  5333. 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));
  5334. 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));
  5335. 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));
  5336. 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));
  5337. 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_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5338. 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));
  5339. 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));
  5340. 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));
  5341. 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));
  5342. 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));
  5343. 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));
  5344. 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));
  5345. 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));
  5346. 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));
  5347. 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));
  5348. 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));
  5349. 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));
  5350. 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));
  5351. 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));
  5352. 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));
  5353. 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));
  5354. 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));
  5355. 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));
  5356. 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));
  5357. 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));
  5358. 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));
  5359. 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));
  5360. 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));
  5361. 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));
  5362. add_options.push_back(AddOption("Dot", "Vector/Functions", "VisualShaderNodeDotProduct", TTR("Calculates the dot product of two vectors."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  5363. 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));
  5364. 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));
  5365. 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));
  5366. 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));
  5367. 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));
  5368. 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));
  5369. 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));
  5370. 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));
  5371. 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));
  5372. 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));
  5373. 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));
  5374. 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));
  5375. 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));
  5376. 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));
  5377. 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));
  5378. 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));
  5379. 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));
  5380. 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));
  5381. 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));
  5382. 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));
  5383. 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));
  5384. 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));
  5385. 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));
  5386. 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));
  5387. 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));
  5388. 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));
  5389. 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));
  5390. 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));
  5391. 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));
  5392. 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));
  5393. 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));
  5394. 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));
  5395. 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));
  5396. 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));
  5397. 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));
  5398. 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));
  5399. 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));
  5400. 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));
  5401. 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));
  5402. 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));
  5403. add_options.push_back(AddOption("MultiplyAdd (a * b + c)", "Vector/Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5404. add_options.push_back(AddOption("MultiplyAdd (a * b + c)", "Vector/Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5405. add_options.push_back(AddOption("MultiplyAdd (a * b + c)", "Vector/Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5406. add_options.push_back(AddOption("Negate (*-1)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5407. add_options.push_back(AddOption("Negate (*-1)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5408. add_options.push_back(AddOption("Negate (*-1)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5409. 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));
  5410. 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));
  5411. 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));
  5412. add_options.push_back(AddOption("OneMinus (1-)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5413. add_options.push_back(AddOption("OneMinus (1-)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5414. add_options.push_back(AddOption("OneMinus (1-)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5415. 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));
  5416. 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));
  5417. 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));
  5418. 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));
  5419. 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));
  5420. 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));
  5421. 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));
  5422. 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));
  5423. 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));
  5424. 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));
  5425. 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));
  5426. 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));
  5427. 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));
  5428. 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));
  5429. 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));
  5430. 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));
  5431. 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));
  5432. 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));
  5433. 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));
  5434. 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));
  5435. 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));
  5436. 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));
  5437. 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));
  5438. 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));
  5439. 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));
  5440. 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));
  5441. 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));
  5442. 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));
  5443. 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));
  5444. 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));
  5445. 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));
  5446. 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));
  5447. 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));
  5448. 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));
  5449. 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));
  5450. 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));
  5451. 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));
  5452. 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));
  5453. 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));
  5454. 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));
  5455. 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));
  5456. 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));
  5457. 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));
  5458. 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));
  5459. 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));
  5460. 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));
  5461. 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));
  5462. 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));
  5463. 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));
  5464. 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));
  5465. 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));
  5466. 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));
  5467. 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));
  5468. 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));
  5469. 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));
  5470. 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));
  5471. 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));
  5472. 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));
  5473. 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));
  5474. 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));
  5475. 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));
  5476. 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));
  5477. 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));
  5478. 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));
  5479. 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));
  5480. 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));
  5481. 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));
  5482. 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));
  5483. 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));
  5484. 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));
  5485. 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));
  5486. 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));
  5487. 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));
  5488. 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));
  5489. add_options.push_back(AddOption("Vector2Constant", "Vector/Variables", "VisualShaderNodeVec2Constant", TTR("2D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5490. add_options.push_back(AddOption("Vector2Parameter", "Vector/Variables", "VisualShaderNodeVec2Parameter", TTR("2D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5491. add_options.push_back(AddOption("Vector3Constant", "Vector/Variables", "VisualShaderNodeVec3Constant", TTR("3D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5492. add_options.push_back(AddOption("Vector3Parameter", "Vector/Variables", "VisualShaderNodeVec3Parameter", TTR("3D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5493. add_options.push_back(AddOption("Vector4Constant", "Vector/Variables", "VisualShaderNodeVec4Constant", TTR("4D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5494. add_options.push_back(AddOption("Vector4Parameter", "Vector/Variables", "VisualShaderNodeVec4Parameter", TTR("4D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5495. // SPECIAL
  5496. 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.")));
  5497. 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.")));
  5498. add_options.push_back(AddOption("ParameterRef", "Special", "VisualShaderNodeParameterRef", TTR("A reference to an existing parameter.")));
  5499. add_options.push_back(AddOption("VaryingGetter", "Special", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  5500. add_options.push_back(AddOption("VaryingSetter", "Special", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5501. add_options.push_back(AddOption("VaryingGetter", "Special", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  5502. add_options.push_back(AddOption("VaryingSetter", "Special", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  5503. custom_node_option_idx = add_options.size();
  5504. /////////////////////////////////////////////////////////////////////
  5505. Ref<VisualShaderNodePluginDefault> default_plugin;
  5506. default_plugin.instantiate();
  5507. default_plugin->set_editor(this);
  5508. add_plugin(default_plugin);
  5509. graph_plugin.instantiate();
  5510. graph_plugin->set_editor(this);
  5511. property_editor_popup = memnew(PopupPanel);
  5512. property_editor_popup->set_min_size(Size2(180, 0) * EDSCALE);
  5513. add_child(property_editor_popup);
  5514. edited_property_holder.instantiate();
  5515. }
  5516. class VisualShaderNodePluginInputEditor : public OptionButton {
  5517. GDCLASS(VisualShaderNodePluginInputEditor, OptionButton);
  5518. VisualShaderEditor *editor = nullptr;
  5519. Ref<VisualShaderNodeInput> input;
  5520. public:
  5521. void _notification(int p_what) {
  5522. switch (p_what) {
  5523. case NOTIFICATION_READY: {
  5524. connect("item_selected", callable_mp(this, &VisualShaderNodePluginInputEditor::_item_selected));
  5525. } break;
  5526. }
  5527. }
  5528. void _item_selected(int p_item) {
  5529. editor->call_deferred(SNAME("_input_select_item"), input, get_item_text(p_item));
  5530. }
  5531. void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeInput> &p_input) {
  5532. editor = p_editor;
  5533. input = p_input;
  5534. Ref<Texture2D> type_icon[] = {
  5535. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("float"), EditorStringName(EditorIcons)),
  5536. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("int"), EditorStringName(EditorIcons)),
  5537. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("uint"), EditorStringName(EditorIcons)),
  5538. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector2"), EditorStringName(EditorIcons)),
  5539. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector3"), EditorStringName(EditorIcons)),
  5540. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector4"), EditorStringName(EditorIcons)),
  5541. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("bool"), EditorStringName(EditorIcons)),
  5542. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Transform3D"), EditorStringName(EditorIcons)),
  5543. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("ImageTexture"), EditorStringName(EditorIcons)),
  5544. };
  5545. add_item("[None]");
  5546. int to_select = -1;
  5547. for (int i = 0; i < input->get_input_index_count(); i++) {
  5548. if (input->get_input_name() == input->get_input_index_name(i)) {
  5549. to_select = i + 1;
  5550. }
  5551. add_icon_item(type_icon[input->get_input_index_type(i)], input->get_input_index_name(i));
  5552. }
  5553. if (to_select >= 0) {
  5554. select(to_select);
  5555. }
  5556. }
  5557. };
  5558. ////////////////
  5559. class VisualShaderNodePluginVaryingEditor : public OptionButton {
  5560. GDCLASS(VisualShaderNodePluginVaryingEditor, OptionButton);
  5561. VisualShaderEditor *editor = nullptr;
  5562. Ref<VisualShaderNodeVarying> varying;
  5563. public:
  5564. void _notification(int p_what) {
  5565. if (p_what == NOTIFICATION_READY) {
  5566. connect("item_selected", callable_mp(this, &VisualShaderNodePluginVaryingEditor::_item_selected));
  5567. }
  5568. }
  5569. void _item_selected(int p_item) {
  5570. editor->call_deferred(SNAME("_varying_select_item"), varying, get_item_text(p_item));
  5571. }
  5572. void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeVarying> &p_varying, VisualShader::Type p_type) {
  5573. editor = p_editor;
  5574. varying = p_varying;
  5575. Ref<Texture2D> type_icon[] = {
  5576. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("float"), EditorStringName(EditorIcons)),
  5577. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("int"), EditorStringName(EditorIcons)),
  5578. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("uint"), EditorStringName(EditorIcons)),
  5579. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector2"), EditorStringName(EditorIcons)),
  5580. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector3"), EditorStringName(EditorIcons)),
  5581. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector4"), EditorStringName(EditorIcons)),
  5582. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("bool"), EditorStringName(EditorIcons)),
  5583. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Transform3D"), EditorStringName(EditorIcons)),
  5584. };
  5585. bool is_getter = Ref<VisualShaderNodeVaryingGetter>(p_varying.ptr()).is_valid();
  5586. add_item("[None]");
  5587. int to_select = -1;
  5588. for (int i = 0, j = 0; i < varying->get_varyings_count(); i++) {
  5589. VisualShader::VaryingMode mode = varying->get_varying_mode_by_index(i);
  5590. if (is_getter) {
  5591. if (mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT) {
  5592. if (p_type != VisualShader::TYPE_LIGHT) {
  5593. j++;
  5594. continue;
  5595. }
  5596. } else {
  5597. if (p_type != VisualShader::TYPE_FRAGMENT && p_type != VisualShader::TYPE_LIGHT) {
  5598. j++;
  5599. continue;
  5600. }
  5601. }
  5602. } else {
  5603. if (mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT) {
  5604. if (p_type != VisualShader::TYPE_FRAGMENT) {
  5605. j++;
  5606. continue;
  5607. }
  5608. } else {
  5609. if (p_type != VisualShader::TYPE_VERTEX) {
  5610. j++;
  5611. continue;
  5612. }
  5613. }
  5614. }
  5615. if (varying->get_varying_name() == varying->get_varying_name_by_index(i)) {
  5616. to_select = i - j + 1;
  5617. }
  5618. add_icon_item(type_icon[varying->get_varying_type_by_index(i)], varying->get_varying_name_by_index(i));
  5619. }
  5620. if (to_select >= 0) {
  5621. select(to_select);
  5622. }
  5623. }
  5624. };
  5625. ////////////////
  5626. class VisualShaderNodePluginParameterRefEditor : public OptionButton {
  5627. GDCLASS(VisualShaderNodePluginParameterRefEditor, OptionButton);
  5628. VisualShaderEditor *editor = nullptr;
  5629. Ref<VisualShaderNodeParameterRef> parameter_ref;
  5630. public:
  5631. void _notification(int p_what) {
  5632. switch (p_what) {
  5633. case NOTIFICATION_READY: {
  5634. connect("item_selected", callable_mp(this, &VisualShaderNodePluginParameterRefEditor::_item_selected));
  5635. } break;
  5636. }
  5637. }
  5638. void _item_selected(int p_item) {
  5639. editor->call_deferred(SNAME("_parameter_ref_select_item"), parameter_ref, get_item_text(p_item));
  5640. }
  5641. void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeParameterRef> &p_parameter_ref) {
  5642. editor = p_editor;
  5643. parameter_ref = p_parameter_ref;
  5644. Ref<Texture2D> type_icon[] = {
  5645. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("float"), EditorStringName(EditorIcons)),
  5646. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("int"), EditorStringName(EditorIcons)),
  5647. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("uint"), EditorStringName(EditorIcons)),
  5648. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("bool"), EditorStringName(EditorIcons)),
  5649. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector2"), EditorStringName(EditorIcons)),
  5650. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector3"), EditorStringName(EditorIcons)),
  5651. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector4"), EditorStringName(EditorIcons)),
  5652. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Transform3D"), EditorStringName(EditorIcons)),
  5653. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Color"), EditorStringName(EditorIcons)),
  5654. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("ImageTexture"), EditorStringName(EditorIcons)),
  5655. };
  5656. add_item("[None]");
  5657. int to_select = -1;
  5658. for (int i = 0; i < p_parameter_ref->get_parameters_count(); i++) {
  5659. if (p_parameter_ref->get_parameter_name() == p_parameter_ref->get_parameter_name_by_index(i)) {
  5660. to_select = i + 1;
  5661. }
  5662. add_icon_item(type_icon[p_parameter_ref->get_parameter_type_by_index(i)], p_parameter_ref->get_parameter_name_by_index(i));
  5663. }
  5664. if (to_select >= 0) {
  5665. select(to_select);
  5666. }
  5667. }
  5668. };
  5669. ////////////////
  5670. class VisualShaderNodePluginDefaultEditor : public VBoxContainer {
  5671. GDCLASS(VisualShaderNodePluginDefaultEditor, VBoxContainer);
  5672. VisualShaderEditor *editor = nullptr;
  5673. Ref<Resource> parent_resource;
  5674. int node_id = 0;
  5675. VisualShader::Type shader_type;
  5676. public:
  5677. void _property_changed(const String &p_property, const Variant &p_value, const String &p_field = "", bool p_changing = false) {
  5678. if (p_changing) {
  5679. return;
  5680. }
  5681. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  5682. updating = true;
  5683. undo_redo->create_action(vformat(TTR("Edit Visual Property: %s"), p_property), UndoRedo::MERGE_ENDS);
  5684. undo_redo->add_do_property(node.ptr(), p_property, p_value);
  5685. undo_redo->add_undo_property(node.ptr(), p_property, node->get(p_property));
  5686. if (p_value.get_type() == Variant::OBJECT) {
  5687. Ref<Resource> prev_res = node->get(p_property);
  5688. Ref<Resource> curr_res = p_value;
  5689. if (curr_res.is_null()) {
  5690. undo_redo->add_do_method(this, "_open_inspector", (Ref<Resource>)parent_resource.ptr());
  5691. } else {
  5692. undo_redo->add_do_method(this, "_open_inspector", (Ref<Resource>)curr_res.ptr());
  5693. }
  5694. if (!prev_res.is_null()) {
  5695. undo_redo->add_undo_method(this, "_open_inspector", (Ref<Resource>)prev_res.ptr());
  5696. } else {
  5697. undo_redo->add_undo_method(this, "_open_inspector", (Ref<Resource>)parent_resource.ptr());
  5698. }
  5699. }
  5700. if (p_property != "constant") {
  5701. VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
  5702. if (graph_plugin) {
  5703. undo_redo->add_do_method(editor, "_update_next_previews", node_id);
  5704. undo_redo->add_undo_method(editor, "_update_next_previews", node_id);
  5705. undo_redo->add_do_method(graph_plugin, "update_node_deferred", shader_type, node_id);
  5706. undo_redo->add_undo_method(graph_plugin, "update_node_deferred", shader_type, node_id);
  5707. }
  5708. }
  5709. undo_redo->commit_action();
  5710. updating = false;
  5711. }
  5712. void _node_changed() {
  5713. if (updating) {
  5714. return;
  5715. }
  5716. for (int i = 0; i < properties.size(); i++) {
  5717. properties[i]->update_property();
  5718. }
  5719. }
  5720. void _resource_selected(const String &p_path, Ref<Resource> p_resource) {
  5721. _open_inspector(p_resource);
  5722. }
  5723. void _open_inspector(Ref<Resource> p_resource) {
  5724. InspectorDock::get_inspector_singleton()->edit(p_resource.ptr());
  5725. }
  5726. bool updating = false;
  5727. Ref<VisualShaderNode> node;
  5728. Vector<EditorProperty *> properties;
  5729. Vector<Label *> prop_names;
  5730. void _show_prop_names(bool p_show) {
  5731. for (int i = 0; i < prop_names.size(); i++) {
  5732. prop_names[i]->set_visible(p_show);
  5733. }
  5734. }
  5735. 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) {
  5736. editor = p_editor;
  5737. parent_resource = p_parent_resource;
  5738. updating = false;
  5739. node = p_node;
  5740. properties = p_properties;
  5741. node_id = (int)p_node->get_meta("id");
  5742. shader_type = VisualShader::Type((int)p_node->get_meta("shader_type"));
  5743. for (int i = 0; i < p_properties.size(); i++) {
  5744. HBoxContainer *hbox = memnew(HBoxContainer);
  5745. hbox->set_h_size_flags(SIZE_EXPAND_FILL);
  5746. add_child(hbox);
  5747. Label *prop_name = memnew(Label);
  5748. String prop_name_str = p_names[i];
  5749. if (p_overrided_names.has(p_names[i])) {
  5750. prop_name_str = p_overrided_names[p_names[i]] + ":";
  5751. } else {
  5752. prop_name_str = prop_name_str.capitalize() + ":";
  5753. }
  5754. prop_name->set_auto_translate(false); // TODO: Implement proper translation switch.
  5755. prop_name->set_text(prop_name_str);
  5756. prop_name->set_visible(false);
  5757. hbox->add_child(prop_name);
  5758. prop_names.push_back(prop_name);
  5759. p_properties[i]->set_h_size_flags(SIZE_EXPAND_FILL);
  5760. hbox->add_child(p_properties[i]);
  5761. bool res_prop = Object::cast_to<EditorPropertyResource>(p_properties[i]);
  5762. if (res_prop) {
  5763. p_properties[i]->connect("resource_selected", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_resource_selected));
  5764. }
  5765. properties[i]->connect("property_changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_property_changed));
  5766. properties[i]->set_object_and_property(node.ptr(), p_names[i]);
  5767. properties[i]->update_property();
  5768. properties[i]->set_name_split_ratio(0);
  5769. }
  5770. node->connect_changed(callable_mp(this, &VisualShaderNodePluginDefaultEditor::_node_changed));
  5771. }
  5772. static void _bind_methods() {
  5773. ClassDB::bind_method("_open_inspector", &VisualShaderNodePluginDefaultEditor::_open_inspector); // Used by UndoRedo.
  5774. ClassDB::bind_method("_show_prop_names", &VisualShaderNodePluginDefaultEditor::_show_prop_names); // Used with call_deferred.
  5775. }
  5776. };
  5777. Control *VisualShaderNodePluginDefault::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
  5778. Ref<VisualShader> p_shader = Ref<VisualShader>(p_parent_resource.ptr());
  5779. if (p_shader.is_valid() && (p_node->is_class("VisualShaderNodeVaryingGetter") || p_node->is_class("VisualShaderNodeVaryingSetter"))) {
  5780. VisualShaderNodePluginVaryingEditor *editor = memnew(VisualShaderNodePluginVaryingEditor);
  5781. editor->setup(vseditor, p_node, p_shader->get_shader_type());
  5782. return editor;
  5783. }
  5784. if (p_node->is_class("VisualShaderNodeParameterRef")) {
  5785. VisualShaderNodePluginParameterRefEditor *editor = memnew(VisualShaderNodePluginParameterRefEditor);
  5786. editor->setup(vseditor, p_node);
  5787. return editor;
  5788. }
  5789. if (p_node->is_class("VisualShaderNodeInput")) {
  5790. VisualShaderNodePluginInputEditor *editor = memnew(VisualShaderNodePluginInputEditor);
  5791. editor->setup(vseditor, p_node);
  5792. return editor;
  5793. }
  5794. Vector<StringName> properties = p_node->get_editable_properties();
  5795. if (properties.size() == 0) {
  5796. return nullptr;
  5797. }
  5798. List<PropertyInfo> props;
  5799. p_node->get_property_list(&props);
  5800. Vector<PropertyInfo> pinfo;
  5801. for (const PropertyInfo &E : props) {
  5802. for (int i = 0; i < properties.size(); i++) {
  5803. if (E.name == String(properties[i])) {
  5804. pinfo.push_back(E);
  5805. }
  5806. }
  5807. }
  5808. if (pinfo.size() == 0) {
  5809. return nullptr;
  5810. }
  5811. properties.clear();
  5812. Ref<VisualShaderNode> node = p_node;
  5813. Vector<EditorProperty *> editors;
  5814. for (int i = 0; i < pinfo.size(); i++) {
  5815. EditorProperty *prop = EditorInspector::instantiate_property_editor(node.ptr(), pinfo[i].type, pinfo[i].name, pinfo[i].hint, pinfo[i].hint_string, pinfo[i].usage);
  5816. if (!prop) {
  5817. return nullptr;
  5818. }
  5819. if (Object::cast_to<EditorPropertyResource>(prop)) {
  5820. Object::cast_to<EditorPropertyResource>(prop)->set_use_sub_inspector(false);
  5821. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  5822. } else if (Object::cast_to<EditorPropertyTransform3D>(prop) || Object::cast_to<EditorPropertyVector3>(prop)) {
  5823. prop->set_custom_minimum_size(Size2(250 * EDSCALE, 0));
  5824. } else if (Object::cast_to<EditorPropertyQuaternion>(prop)) {
  5825. prop->set_custom_minimum_size(Size2(320 * EDSCALE, 0));
  5826. } else if (Object::cast_to<EditorPropertyFloat>(prop)) {
  5827. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  5828. } else if (Object::cast_to<EditorPropertyEnum>(prop)) {
  5829. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  5830. Object::cast_to<EditorPropertyEnum>(prop)->set_option_button_clip(false);
  5831. }
  5832. editors.push_back(prop);
  5833. properties.push_back(pinfo[i].name);
  5834. }
  5835. VisualShaderNodePluginDefaultEditor *editor = memnew(VisualShaderNodePluginDefaultEditor);
  5836. editor->setup(vseditor, p_parent_resource, editors, properties, p_node->get_editable_properties_names(), p_node);
  5837. return editor;
  5838. }
  5839. void EditorPropertyVisualShaderMode::_option_selected(int p_which) {
  5840. Ref<VisualShader> visual_shader(Object::cast_to<VisualShader>(get_edited_object()));
  5841. if (visual_shader->get_mode() == p_which) {
  5842. return;
  5843. }
  5844. ShaderEditorPlugin *shader_editor = Object::cast_to<ShaderEditorPlugin>(EditorNode::get_editor_data().get_editor_by_name("Shader"));
  5845. if (!shader_editor) {
  5846. return;
  5847. }
  5848. VisualShaderEditor *editor = shader_editor->get_visual_shader_editor(visual_shader);
  5849. if (!editor) {
  5850. return;
  5851. }
  5852. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  5853. undo_redo->create_action(TTR("Visual Shader Mode Changed"));
  5854. //do is easy
  5855. undo_redo->add_do_method(visual_shader.ptr(), "set_mode", p_which);
  5856. undo_redo->add_undo_method(visual_shader.ptr(), "set_mode", visual_shader->get_mode());
  5857. undo_redo->add_do_method(editor, "_set_mode", p_which);
  5858. undo_redo->add_undo_method(editor, "_set_mode", visual_shader->get_mode());
  5859. //now undo is hell
  5860. //1. restore connections to output
  5861. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  5862. VisualShader::Type type = VisualShader::Type(i);
  5863. List<VisualShader::Connection> conns;
  5864. visual_shader->get_node_connections(type, &conns);
  5865. for (const VisualShader::Connection &E : conns) {
  5866. if (E.to_node == VisualShader::NODE_ID_OUTPUT) {
  5867. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  5868. }
  5869. }
  5870. }
  5871. //2. restore input indices
  5872. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  5873. VisualShader::Type type = VisualShader::Type(i);
  5874. Vector<int> nodes = visual_shader->get_node_list(type);
  5875. for (int j = 0; j < nodes.size(); j++) {
  5876. Ref<VisualShaderNodeInput> input = visual_shader->get_node(type, nodes[j]);
  5877. if (!input.is_valid()) {
  5878. continue;
  5879. }
  5880. undo_redo->add_undo_method(input.ptr(), "set_input_name", input->get_input_name());
  5881. }
  5882. }
  5883. //3. restore enums and flags
  5884. List<PropertyInfo> props;
  5885. visual_shader->get_property_list(&props);
  5886. for (const PropertyInfo &E : props) {
  5887. if (E.name.begins_with("flags/") || E.name.begins_with("modes/")) {
  5888. undo_redo->add_undo_property(visual_shader.ptr(), E.name, visual_shader->get(E.name));
  5889. }
  5890. }
  5891. //4. delete varyings (if needed)
  5892. if (p_which == VisualShader::MODE_PARTICLES || p_which == VisualShader::MODE_SKY || p_which == VisualShader::MODE_FOG) {
  5893. int var_count = visual_shader->get_varyings_count();
  5894. if (var_count > 0) {
  5895. for (int i = 0; i < var_count; i++) {
  5896. const VisualShader::Varying *var = visual_shader->get_varying_by_index(i);
  5897. undo_redo->add_do_method(visual_shader.ptr(), "remove_varying", var->name);
  5898. undo_redo->add_undo_method(visual_shader.ptr(), "add_varying", var->name, var->mode, var->type);
  5899. }
  5900. undo_redo->add_do_method(editor, "_update_varyings");
  5901. undo_redo->add_undo_method(editor, "_update_varyings");
  5902. }
  5903. }
  5904. undo_redo->add_do_method(editor, "_update_nodes");
  5905. undo_redo->add_undo_method(editor, "_update_nodes");
  5906. undo_redo->add_do_method(editor, "_update_graph");
  5907. undo_redo->add_undo_method(editor, "_update_graph");
  5908. undo_redo->commit_action();
  5909. }
  5910. void EditorPropertyVisualShaderMode::update_property() {
  5911. int which = get_edited_property_value();
  5912. options->select(which);
  5913. }
  5914. void EditorPropertyVisualShaderMode::setup(const Vector<String> &p_options) {
  5915. for (int i = 0; i < p_options.size(); i++) {
  5916. options->add_item(p_options[i], i);
  5917. }
  5918. }
  5919. void EditorPropertyVisualShaderMode::set_option_button_clip(bool p_enable) {
  5920. options->set_clip_text(p_enable);
  5921. }
  5922. void EditorPropertyVisualShaderMode::_bind_methods() {
  5923. }
  5924. EditorPropertyVisualShaderMode::EditorPropertyVisualShaderMode() {
  5925. options = memnew(OptionButton);
  5926. options->set_clip_text(true);
  5927. add_child(options);
  5928. add_focusable(options);
  5929. options->connect("item_selected", callable_mp(this, &EditorPropertyVisualShaderMode::_option_selected));
  5930. }
  5931. bool EditorInspectorVisualShaderModePlugin::can_handle(Object *p_object) {
  5932. return true; // Can handle everything.
  5933. }
  5934. 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 BitField<PropertyUsageFlags> p_usage, const bool p_wide) {
  5935. if (p_path == "mode" && p_object->is_class("VisualShader") && p_type == Variant::INT) {
  5936. EditorPropertyVisualShaderMode *mode_editor = memnew(EditorPropertyVisualShaderMode);
  5937. Vector<String> options = p_hint_text.split(",");
  5938. mode_editor->setup(options);
  5939. add_property_editor(p_path, mode_editor);
  5940. return true;
  5941. }
  5942. return false;
  5943. }
  5944. //////////////////////////////////
  5945. void VisualShaderNodePortPreview::_shader_changed() {
  5946. if (!is_valid || shader.is_null()) {
  5947. return;
  5948. }
  5949. Vector<VisualShader::DefaultTextureParam> default_textures;
  5950. String shader_code = shader->generate_preview_shader(type, node, port, default_textures);
  5951. Ref<Shader> preview_shader;
  5952. preview_shader.instantiate();
  5953. preview_shader->set_code(shader_code);
  5954. for (int i = 0; i < default_textures.size(); i++) {
  5955. for (int j = 0; j < default_textures[i].params.size(); j++) {
  5956. preview_shader->set_default_texture_parameter(default_textures[i].name, default_textures[i].params[j], j);
  5957. }
  5958. }
  5959. Ref<ShaderMaterial> mat;
  5960. mat.instantiate();
  5961. mat->set_shader(preview_shader);
  5962. //find if a material is also being edited and copy parameters to this one
  5963. for (int i = EditorNode::get_singleton()->get_editor_selection_history()->get_path_size() - 1; i >= 0; i--) {
  5964. Object *object = ObjectDB::get_instance(EditorNode::get_singleton()->get_editor_selection_history()->get_path_object(i));
  5965. ShaderMaterial *src_mat;
  5966. if (!object) {
  5967. continue;
  5968. }
  5969. if (object->has_method("get_material_override")) { // trying getting material from MeshInstance
  5970. src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material_override"));
  5971. } else if (object->has_method("get_material")) { // from CanvasItem/Node2D
  5972. src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material"));
  5973. } else {
  5974. src_mat = Object::cast_to<ShaderMaterial>(object);
  5975. }
  5976. if (src_mat && src_mat->get_shader().is_valid()) {
  5977. List<PropertyInfo> params;
  5978. src_mat->get_shader()->get_shader_uniform_list(&params);
  5979. for (const PropertyInfo &E : params) {
  5980. mat->set(E.name, src_mat->get(E.name));
  5981. }
  5982. }
  5983. }
  5984. set_material(mat);
  5985. }
  5986. void VisualShaderNodePortPreview::setup(const Ref<VisualShader> &p_shader, VisualShader::Type p_type, int p_node, int p_port, bool p_is_valid) {
  5987. shader = p_shader;
  5988. shader->connect_changed(callable_mp(this, &VisualShaderNodePortPreview::_shader_changed), CONNECT_DEFERRED);
  5989. type = p_type;
  5990. port = p_port;
  5991. node = p_node;
  5992. is_valid = p_is_valid;
  5993. queue_redraw();
  5994. _shader_changed();
  5995. }
  5996. Size2 VisualShaderNodePortPreview::get_minimum_size() const {
  5997. int port_preview_size = EDITOR_GET("editors/visual_editors/visual_shader/port_preview_size");
  5998. return Size2(port_preview_size, port_preview_size) * EDSCALE;
  5999. }
  6000. void VisualShaderNodePortPreview::_notification(int p_what) {
  6001. switch (p_what) {
  6002. case NOTIFICATION_DRAW: {
  6003. Vector<Vector2> points = {
  6004. Vector2(),
  6005. Vector2(get_size().width, 0),
  6006. get_size(),
  6007. Vector2(0, get_size().height)
  6008. };
  6009. Vector<Vector2> uvs = {
  6010. Vector2(0, 0),
  6011. Vector2(1, 0),
  6012. Vector2(1, 1),
  6013. Vector2(0, 1)
  6014. };
  6015. if (is_valid) {
  6016. Vector<Color> colors = {
  6017. Color(1, 1, 1, 1),
  6018. Color(1, 1, 1, 1),
  6019. Color(1, 1, 1, 1),
  6020. Color(1, 1, 1, 1)
  6021. };
  6022. draw_primitive(points, colors, uvs);
  6023. } else {
  6024. Vector<Color> colors = {
  6025. Color(0, 0, 0, 1),
  6026. Color(0, 0, 0, 1),
  6027. Color(0, 0, 0, 1),
  6028. Color(0, 0, 0, 1)
  6029. };
  6030. draw_primitive(points, colors, uvs);
  6031. }
  6032. } break;
  6033. }
  6034. }
  6035. void VisualShaderNodePortPreview::_bind_methods() {
  6036. }
  6037. //////////////////////////////////
  6038. String VisualShaderConversionPlugin::converts_to() const {
  6039. return "Shader";
  6040. }
  6041. bool VisualShaderConversionPlugin::handles(const Ref<Resource> &p_resource) const {
  6042. Ref<VisualShader> vshader = p_resource;
  6043. return vshader.is_valid();
  6044. }
  6045. Ref<Resource> VisualShaderConversionPlugin::convert(const Ref<Resource> &p_resource) const {
  6046. Ref<VisualShader> vshader = p_resource;
  6047. ERR_FAIL_COND_V(!vshader.is_valid(), Ref<Resource>());
  6048. Ref<Shader> shader;
  6049. shader.instantiate();
  6050. String code = vshader->get_code();
  6051. shader->set_code(code);
  6052. return shader;
  6053. }