visual_shader_editor_plugin.cpp 201 KB

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  1. /*************************************************************************/
  2. /* visual_shader_editor_plugin.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "visual_shader_editor_plugin.h"
  31. #include "core/input/input.h"
  32. #include "core/io/resource_loader.h"
  33. #include "core/math/math_defs.h"
  34. #include "core/os/keyboard.h"
  35. #include "core/project_settings.h"
  36. #include "core/version.h"
  37. #include "editor/editor_log.h"
  38. #include "editor/editor_properties.h"
  39. #include "editor/editor_scale.h"
  40. #include "scene/animation/animation_player.h"
  41. #include "scene/gui/menu_button.h"
  42. #include "scene/gui/panel.h"
  43. #include "scene/main/window.h"
  44. #include "scene/resources/visual_shader_nodes.h"
  45. #include "servers/display_server.h"
  46. #include "servers/rendering/shader_types.h"
  47. Control *VisualShaderNodePlugin::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
  48. if (get_script_instance()) {
  49. return get_script_instance()->call("create_editor", p_parent_resource, p_node);
  50. }
  51. return nullptr;
  52. }
  53. void VisualShaderNodePlugin::_bind_methods() {
  54. BIND_VMETHOD(MethodInfo(Variant::OBJECT, "create_editor", PropertyInfo(Variant::OBJECT, "parent_resource", PROPERTY_HINT_RESOURCE_TYPE, "Resource"), PropertyInfo(Variant::OBJECT, "for_node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode")));
  55. }
  56. ///////////////////
  57. static Ref<StyleBoxEmpty> make_empty_stylebox(float p_margin_left = -1, float p_margin_top = -1, float p_margin_right = -1, float p_margin_bottom = -1) {
  58. Ref<StyleBoxEmpty> style(memnew(StyleBoxEmpty));
  59. style->set_default_margin(MARGIN_LEFT, p_margin_left * EDSCALE);
  60. style->set_default_margin(MARGIN_RIGHT, p_margin_right * EDSCALE);
  61. style->set_default_margin(MARGIN_BOTTOM, p_margin_bottom * EDSCALE);
  62. style->set_default_margin(MARGIN_TOP, p_margin_top * EDSCALE);
  63. return style;
  64. }
  65. ///////////////////
  66. VisualShaderGraphPlugin::VisualShaderGraphPlugin() {
  67. }
  68. void VisualShaderGraphPlugin::_bind_methods() {
  69. ClassDB::bind_method("add_node", &VisualShaderGraphPlugin::add_node);
  70. ClassDB::bind_method("remove_node", &VisualShaderGraphPlugin::remove_node);
  71. ClassDB::bind_method("connect_nodes", &VisualShaderGraphPlugin::connect_nodes);
  72. ClassDB::bind_method("disconnect_nodes", &VisualShaderGraphPlugin::disconnect_nodes);
  73. ClassDB::bind_method("set_node_position", &VisualShaderGraphPlugin::set_node_position);
  74. ClassDB::bind_method("set_node_size", &VisualShaderGraphPlugin::set_node_size);
  75. ClassDB::bind_method("show_port_preview", &VisualShaderGraphPlugin::show_port_preview);
  76. ClassDB::bind_method("update_property_editor", &VisualShaderGraphPlugin::update_property_editor);
  77. ClassDB::bind_method("update_property_editor_deferred", &VisualShaderGraphPlugin::update_property_editor_deferred);
  78. ClassDB::bind_method("set_input_port_default_value", &VisualShaderGraphPlugin::set_input_port_default_value);
  79. }
  80. void VisualShaderGraphPlugin::register_shader(VisualShader *p_shader) {
  81. visual_shader = Ref<VisualShader>(p_shader);
  82. }
  83. void VisualShaderGraphPlugin::set_connections(List<VisualShader::Connection> &p_connections) {
  84. connections = p_connections;
  85. }
  86. void VisualShaderGraphPlugin::show_port_preview(VisualShader::Type p_type, int p_node_id, int p_port_id) {
  87. if (visual_shader->get_shader_type() == p_type && links.has(p_node_id)) {
  88. for (Map<int, Port>::Element *E = links[p_node_id].output_ports.front(); E; E = E->next()) {
  89. E->value().preview_button->set_pressed(false);
  90. }
  91. if (links[p_node_id].preview_visible && !is_dirty() && links[p_node_id].preview_box != nullptr) {
  92. links[p_node_id].graph_node->remove_child(links[p_node_id].preview_box);
  93. memdelete(links[p_node_id].preview_box);
  94. links[p_node_id].graph_node->set_size(Vector2(-1, -1));
  95. links[p_node_id].preview_visible = false;
  96. }
  97. if (p_port_id != -1) {
  98. if (is_dirty()) {
  99. links[p_node_id].preview_pos = links[p_node_id].graph_node->get_child_count();
  100. }
  101. VBoxContainer *vbox = memnew(VBoxContainer);
  102. links[p_node_id].graph_node->add_child(vbox);
  103. if (links[p_node_id].preview_pos != -1) {
  104. links[p_node_id].graph_node->move_child(vbox, links[p_node_id].preview_pos);
  105. }
  106. Control *offset = memnew(Control);
  107. offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  108. vbox->add_child(offset);
  109. VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview);
  110. port_preview->setup(visual_shader, visual_shader->get_shader_type(), p_node_id, p_port_id);
  111. port_preview->set_h_size_flags(Control::SIZE_SHRINK_CENTER);
  112. vbox->add_child(port_preview);
  113. links[p_node_id].preview_visible = true;
  114. links[p_node_id].preview_box = vbox;
  115. links[p_node_id].output_ports[p_port_id].preview_button->set_pressed(true);
  116. }
  117. }
  118. }
  119. void VisualShaderGraphPlugin::update_property_editor_deferred(VisualShader::Type p_type, int p_node_id) {
  120. call_deferred("update_property_editor", p_type, p_node_id);
  121. }
  122. void VisualShaderGraphPlugin::update_property_editor(VisualShader::Type p_type, int p_node_id) {
  123. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
  124. return;
  125. }
  126. remove_node(p_type, p_node_id);
  127. add_node(p_type, p_node_id);
  128. }
  129. void VisualShaderGraphPlugin::set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, Variant p_value) {
  130. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
  131. return;
  132. }
  133. Button *button = links[p_node_id].input_ports[p_port_id].default_input_button;
  134. switch (p_value.get_type()) {
  135. case Variant::COLOR: {
  136. button->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
  137. if (!button->is_connected("draw", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_draw_color_over_button))) {
  138. button->connect("draw", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_draw_color_over_button), varray(button, p_value));
  139. }
  140. } break;
  141. case Variant::BOOL: {
  142. button->set_text(((bool)p_value) ? "true" : "false");
  143. } break;
  144. case Variant::INT:
  145. case Variant::FLOAT: {
  146. button->set_text(String::num(p_value, 4));
  147. } break;
  148. case Variant::VECTOR3: {
  149. Vector3 v = p_value;
  150. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3));
  151. } break;
  152. default: {
  153. }
  154. }
  155. }
  156. void VisualShaderGraphPlugin::register_default_input_button(int p_node_id, int p_port_id, Button *p_button) {
  157. links[p_node_id].input_ports.insert(p_port_id, { p_button });
  158. }
  159. VisualShader::Type VisualShaderGraphPlugin::get_shader_type() const {
  160. return visual_shader->get_shader_type();
  161. }
  162. void VisualShaderGraphPlugin::set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position) {
  163. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  164. links[p_id].graph_node->set_offset(p_position);
  165. }
  166. }
  167. void VisualShaderGraphPlugin::set_node_size(VisualShader::Type p_type, int p_id, const Vector2 &p_size) {
  168. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  169. links[p_id].graph_node->set_size(p_size);
  170. }
  171. }
  172. bool VisualShaderGraphPlugin::is_preview_visible(int p_id) const {
  173. return links[p_id].preview_visible;
  174. }
  175. void VisualShaderGraphPlugin::clear_links() {
  176. links.clear();
  177. }
  178. bool VisualShaderGraphPlugin::is_dirty() const {
  179. return dirty;
  180. }
  181. void VisualShaderGraphPlugin::make_dirty(bool p_enabled) {
  182. dirty = p_enabled;
  183. }
  184. void VisualShaderGraphPlugin::register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node) {
  185. links.insert(p_id, { p_type, p_visual_node, p_graph_node, p_visual_node->get_output_port_for_preview() != -1, -1, Map<int, InputPort>(), Map<int, Port>(), nullptr });
  186. }
  187. void VisualShaderGraphPlugin::register_output_port(int p_node_id, int p_port, TextureButton *p_button) {
  188. links[p_node_id].output_ports.insert(p_port, { p_button });
  189. }
  190. void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) {
  191. if (p_type != visual_shader->get_shader_type()) {
  192. return;
  193. }
  194. Control *offset;
  195. static Ref<StyleBoxEmpty> label_style = make_empty_stylebox(2, 1, 2, 1);
  196. static const Color type_color[6] = {
  197. Color(0.38, 0.85, 0.96), // scalar (float)
  198. Color(0.49, 0.78, 0.94), // scalar (int)
  199. Color(0.84, 0.49, 0.93), // vector
  200. Color(0.55, 0.65, 0.94), // boolean
  201. Color(0.96, 0.66, 0.43), // transform
  202. Color(1.0, 1.0, 0.0), // sampler
  203. };
  204. Ref<VisualShaderNode> vsnode = visual_shader->get_node(p_type, p_id);
  205. Ref<VisualShaderNodeGroupBase> group_node = Object::cast_to<VisualShaderNodeGroupBase>(vsnode.ptr());
  206. bool is_group = !group_node.is_null();
  207. Size2 size = Size2(0, 0);
  208. Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(group_node.ptr());
  209. bool is_expression = !expression_node.is_null();
  210. String expression = "";
  211. GraphNode *node = memnew(GraphNode);
  212. register_link(p_type, p_id, vsnode.ptr(), node);
  213. if (is_group) {
  214. size = group_node->get_size();
  215. node->set_resizable(true);
  216. node->connect("resize_request", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_node_resized), varray((int)p_type, p_id));
  217. }
  218. if (is_expression) {
  219. expression = expression_node->get_expression();
  220. }
  221. node->set_offset(visual_shader->get_node_position(p_type, p_id));
  222. node->set_title(vsnode->get_caption());
  223. node->set_name(itos(p_id));
  224. if (p_id >= 2) {
  225. node->set_show_close_button(true);
  226. node->connect("close_request", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_delete_request), varray(p_id), CONNECT_DEFERRED);
  227. }
  228. node->connect("dragged", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_node_dragged), varray(p_id));
  229. Control *custom_editor = nullptr;
  230. int port_offset = 0;
  231. if (is_group) {
  232. port_offset += 2;
  233. }
  234. Ref<VisualShaderNodeUniform> uniform = vsnode;
  235. if (uniform.is_valid()) {
  236. VisualShaderEditor::get_singleton()->call_deferred("_update_uniforms");
  237. }
  238. Ref<VisualShaderNodeFloatUniform> float_uniform = vsnode;
  239. Ref<VisualShaderNodeIntUniform> int_uniform = vsnode;
  240. Ref<VisualShaderNodeVec3Uniform> vec3_uniform = vsnode;
  241. Ref<VisualShaderNodeColorUniform> color_uniform = vsnode;
  242. Ref<VisualShaderNodeBooleanUniform> bool_uniform = vsnode;
  243. Ref<VisualShaderNodeTransformUniform> transform_uniform = vsnode;
  244. if (uniform.is_valid()) {
  245. VisualShaderEditor::get_singleton()->graph->add_child(node);
  246. VisualShaderEditor::get_singleton()->_update_created_node(node);
  247. LineEdit *uniform_name = memnew(LineEdit);
  248. uniform_name->set_text(uniform->get_uniform_name());
  249. node->add_child(uniform_name);
  250. uniform_name->connect("text_entered", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_line_edit_changed), varray(uniform_name, p_id));
  251. uniform_name->connect("focus_exited", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_line_edit_focus_out), varray(uniform_name, p_id));
  252. String error = vsnode->get_warning(visual_shader->get_mode(), p_type);
  253. if (error != String()) {
  254. offset = memnew(Control);
  255. offset->set_custom_minimum_size(Size2(0, 4 * EDSCALE));
  256. node->add_child(offset);
  257. Label *error_label = memnew(Label);
  258. error_label->add_theme_color_override("font_color", VisualShaderEditor::get_singleton()->get_theme_color("error_color", "Editor"));
  259. error_label->set_text(error);
  260. node->add_child(error_label);
  261. }
  262. if (vsnode->get_input_port_count() == 0 && vsnode->get_output_port_count() == 1 && vsnode->get_output_port_name(0) == "") {
  263. //shortcut
  264. VisualShaderNode::PortType port_right = vsnode->get_output_port_type(0);
  265. node->set_slot(0, false, VisualShaderNode::PORT_TYPE_SCALAR, Color(), true, port_right, type_color[port_right]);
  266. if (!float_uniform.is_valid() && !int_uniform.is_valid() && !vec3_uniform.is_valid() && !color_uniform.is_valid() && !bool_uniform.is_valid() && !transform_uniform.is_valid()) {
  267. return;
  268. }
  269. }
  270. port_offset++;
  271. }
  272. for (int i = 0; i < VisualShaderEditor::get_singleton()->plugins.size(); i++) {
  273. vsnode->set_meta("id", p_id);
  274. vsnode->set_meta("shader_type", (int)p_type);
  275. custom_editor = VisualShaderEditor::get_singleton()->plugins.write[i]->create_editor(visual_shader, vsnode);
  276. vsnode->remove_meta("id");
  277. vsnode->remove_meta("shader_type");
  278. if (custom_editor) {
  279. break;
  280. }
  281. }
  282. if (custom_editor && !float_uniform.is_valid() && !int_uniform.is_valid() && !vec3_uniform.is_valid() && !bool_uniform.is_valid() && !transform_uniform.is_valid() && vsnode->get_output_port_count() > 0 && vsnode->get_output_port_name(0) == "" && (vsnode->get_input_port_count() == 0 || vsnode->get_input_port_name(0) == "")) {
  283. //will be embedded in first port
  284. } else if (custom_editor) {
  285. port_offset++;
  286. node->add_child(custom_editor);
  287. if (color_uniform.is_valid()) {
  288. custom_editor->call_deferred("_show_prop_names", true);
  289. }
  290. if (float_uniform.is_valid() || int_uniform.is_valid() || vec3_uniform.is_valid() || bool_uniform.is_valid() || transform_uniform.is_valid()) {
  291. custom_editor->call_deferred("_show_prop_names", true);
  292. return;
  293. }
  294. custom_editor = nullptr;
  295. }
  296. if (is_group) {
  297. offset = memnew(Control);
  298. offset->set_custom_minimum_size(Size2(0, 6 * EDSCALE));
  299. node->add_child(offset);
  300. if (group_node->is_editable()) {
  301. HBoxContainer *hb2 = memnew(HBoxContainer);
  302. Button *add_input_btn = memnew(Button);
  303. add_input_btn->set_text(TTR("Add Input"));
  304. add_input_btn->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_add_input_port), varray(p_id, group_node->get_free_input_port_id(), VisualShaderNode::PORT_TYPE_VECTOR, "input" + itos(group_node->get_free_input_port_id())), CONNECT_DEFERRED);
  305. hb2->add_child(add_input_btn);
  306. hb2->add_spacer();
  307. Button *add_output_btn = memnew(Button);
  308. add_output_btn->set_text(TTR("Add Output"));
  309. add_output_btn->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_add_output_port), varray(p_id, group_node->get_free_output_port_id(), VisualShaderNode::PORT_TYPE_VECTOR, "output" + itos(group_node->get_free_output_port_id())), CONNECT_DEFERRED);
  310. hb2->add_child(add_output_btn);
  311. node->add_child(hb2);
  312. }
  313. }
  314. for (int i = 0; i < MAX(vsnode->get_input_port_count(), vsnode->get_output_port_count()); i++) {
  315. if (vsnode->is_port_separator(i)) {
  316. node->add_child(memnew(HSeparator));
  317. port_offset++;
  318. }
  319. bool valid_left = i < vsnode->get_input_port_count();
  320. VisualShaderNode::PortType port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  321. bool port_left_used = false;
  322. String name_left;
  323. if (valid_left) {
  324. name_left = vsnode->get_input_port_name(i);
  325. port_left = vsnode->get_input_port_type(i);
  326. for (List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
  327. if (E->get().to_node == p_id && E->get().to_port == i) {
  328. port_left_used = true;
  329. }
  330. }
  331. }
  332. bool valid_right = i < vsnode->get_output_port_count();
  333. VisualShaderNode::PortType port_right = VisualShaderNode::PORT_TYPE_SCALAR;
  334. String name_right;
  335. if (valid_right) {
  336. name_right = vsnode->get_output_port_name(i);
  337. port_right = vsnode->get_output_port_type(i);
  338. }
  339. HBoxContainer *hb = memnew(HBoxContainer);
  340. hb->add_theme_constant_override("separation", 7 * EDSCALE);
  341. Variant default_value;
  342. if (valid_left && !port_left_used) {
  343. default_value = vsnode->get_input_port_default_value(i);
  344. }
  345. Button *button = memnew(Button);
  346. hb->add_child(button);
  347. register_default_input_button(p_id, i, button);
  348. button->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_edit_port_default_input), varray(button, p_id, i));
  349. if (default_value.get_type() != Variant::NIL) { // only a label
  350. set_input_port_default_value(p_type, p_id, i, default_value);
  351. } else {
  352. button->hide();
  353. }
  354. if (i == 0 && custom_editor) {
  355. hb->add_child(custom_editor);
  356. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  357. } else {
  358. if (valid_left) {
  359. if (is_group) {
  360. OptionButton *type_box = memnew(OptionButton);
  361. hb->add_child(type_box);
  362. type_box->add_item(TTR("Float"));
  363. type_box->add_item(TTR("Int"));
  364. type_box->add_item(TTR("Vector"));
  365. type_box->add_item(TTR("Boolean"));
  366. type_box->add_item(TTR("Transform"));
  367. type_box->add_item(TTR("Sampler"));
  368. type_box->select(group_node->get_input_port_type(i));
  369. type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  370. type_box->connect("item_selected", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_change_input_port_type), varray(p_id, i), CONNECT_DEFERRED);
  371. LineEdit *name_box = memnew(LineEdit);
  372. hb->add_child(name_box);
  373. name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
  374. name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  375. name_box->set_text(name_left);
  376. name_box->connect("text_entered", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_change_input_port_name), varray(name_box, p_id, i));
  377. name_box->connect("focus_exited", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_port_name_focus_out), varray(name_box, p_id, i, false));
  378. Button *remove_btn = memnew(Button);
  379. remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Remove", "EditorIcons"));
  380. remove_btn->set_tooltip(TTR("Remove") + " " + name_left);
  381. remove_btn->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_remove_input_port), varray(p_id, i), CONNECT_DEFERRED);
  382. hb->add_child(remove_btn);
  383. } else {
  384. Label *label = memnew(Label);
  385. label->set_text(name_left);
  386. label->add_theme_style_override("normal", label_style); //more compact
  387. hb->add_child(label);
  388. if (vsnode->get_input_port_default_hint(i) != "" && !port_left_used) {
  389. Label *hint_label = memnew(Label);
  390. hint_label->set_text("[" + vsnode->get_input_port_default_hint(i) + "]");
  391. hint_label->add_theme_color_override("font_color", VisualShaderEditor::get_singleton()->get_theme_color("font_color_readonly", "TextEdit"));
  392. hint_label->add_theme_style_override("normal", label_style);
  393. hb->add_child(hint_label);
  394. }
  395. }
  396. }
  397. if (!is_group) {
  398. hb->add_spacer();
  399. }
  400. if (valid_right) {
  401. if (is_group) {
  402. Button *remove_btn = memnew(Button);
  403. remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Remove", "EditorIcons"));
  404. remove_btn->set_tooltip(TTR("Remove") + " " + name_left);
  405. remove_btn->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_remove_output_port), varray(p_id, i), CONNECT_DEFERRED);
  406. hb->add_child(remove_btn);
  407. LineEdit *name_box = memnew(LineEdit);
  408. hb->add_child(name_box);
  409. name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
  410. name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  411. name_box->set_text(name_right);
  412. name_box->connect("text_entered", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_change_output_port_name), varray(name_box, p_id, i));
  413. name_box->connect("focus_exited", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_port_name_focus_out), varray(name_box, p_id, i, true));
  414. OptionButton *type_box = memnew(OptionButton);
  415. hb->add_child(type_box);
  416. type_box->add_item(TTR("Float"));
  417. type_box->add_item(TTR("Int"));
  418. type_box->add_item(TTR("Vector"));
  419. type_box->add_item(TTR("Boolean"));
  420. type_box->add_item(TTR("Transform"));
  421. type_box->select(group_node->get_output_port_type(i));
  422. type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  423. type_box->connect("item_selected", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_change_output_port_type), varray(p_id, i), CONNECT_DEFERRED);
  424. } else {
  425. Label *label = memnew(Label);
  426. label->set_text(name_right);
  427. label->add_theme_style_override("normal", label_style); //more compact
  428. hb->add_child(label);
  429. }
  430. }
  431. }
  432. if (valid_right && visual_shader->get_shader_type() == VisualShader::TYPE_FRAGMENT && port_right != VisualShaderNode::PORT_TYPE_TRANSFORM && port_right != VisualShaderNode::PORT_TYPE_SAMPLER) {
  433. TextureButton *preview = memnew(TextureButton);
  434. preview->set_toggle_mode(true);
  435. preview->set_normal_texture(VisualShaderEditor::get_singleton()->get_theme_icon("GuiVisibilityHidden", "EditorIcons"));
  436. preview->set_pressed_texture(VisualShaderEditor::get_singleton()->get_theme_icon("GuiVisibilityVisible", "EditorIcons"));
  437. preview->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
  438. register_output_port(p_id, i, preview);
  439. preview->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_preview_select_port), varray(p_id, i), CONNECT_DEFERRED);
  440. hb->add_child(preview);
  441. }
  442. if (is_group) {
  443. offset = memnew(Control);
  444. offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  445. node->add_child(offset);
  446. port_offset++;
  447. }
  448. node->add_child(hb);
  449. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], valid_right, port_right, type_color[port_right]);
  450. }
  451. if (vsnode->get_output_port_for_preview() >= 0) {
  452. show_port_preview(p_type, p_id, vsnode->get_output_port_for_preview());
  453. }
  454. offset = memnew(Control);
  455. offset->set_custom_minimum_size(Size2(0, 4 * EDSCALE));
  456. node->add_child(offset);
  457. String error = vsnode->get_warning(visual_shader->get_mode(), p_type);
  458. if (error != String()) {
  459. Label *error_label = memnew(Label);
  460. error_label->add_theme_color_override("font_color", VisualShaderEditor::get_singleton()->get_theme_color("error_color", "Editor"));
  461. error_label->set_text(error);
  462. node->add_child(error_label);
  463. }
  464. if (is_expression) {
  465. CodeEdit *expression_box = memnew(CodeEdit);
  466. Ref<CodeHighlighter> expression_syntax_highlighter;
  467. expression_syntax_highlighter.instance();
  468. expression_node->set_control(expression_box, 0);
  469. node->add_child(expression_box);
  470. Color background_color = EDITOR_GET("text_editor/highlighting/background_color");
  471. Color text_color = EDITOR_GET("text_editor/highlighting/text_color");
  472. Color keyword_color = EDITOR_GET("text_editor/highlighting/keyword_color");
  473. Color comment_color = EDITOR_GET("text_editor/highlighting/comment_color");
  474. Color symbol_color = EDITOR_GET("text_editor/highlighting/symbol_color");
  475. Color function_color = EDITOR_GET("text_editor/highlighting/function_color");
  476. Color number_color = EDITOR_GET("text_editor/highlighting/number_color");
  477. Color members_color = EDITOR_GET("text_editor/highlighting/member_variable_color");
  478. expression_box->set_syntax_highlighter(expression_syntax_highlighter);
  479. expression_box->add_theme_color_override("background_color", background_color);
  480. for (List<String>::Element *E = VisualShaderEditor::get_singleton()->keyword_list.front(); E; E = E->next()) {
  481. expression_syntax_highlighter->add_keyword_color(E->get(), keyword_color);
  482. }
  483. expression_box->add_theme_font_override("font", VisualShaderEditor::get_singleton()->get_theme_font("expression", "EditorFonts"));
  484. expression_box->add_theme_color_override("font_color", text_color);
  485. expression_syntax_highlighter->set_number_color(number_color);
  486. expression_syntax_highlighter->set_symbol_color(symbol_color);
  487. expression_syntax_highlighter->set_function_color(function_color);
  488. expression_syntax_highlighter->set_member_variable_color(members_color);
  489. expression_syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
  490. expression_syntax_highlighter->add_color_region("//", "", comment_color, true);
  491. expression_box->set_text(expression);
  492. expression_box->set_context_menu_enabled(false);
  493. expression_box->set_draw_line_numbers(true);
  494. expression_box->connect("focus_exited", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_expression_focus_out), varray(expression_box, p_id));
  495. }
  496. if (!uniform.is_valid()) {
  497. VisualShaderEditor::get_singleton()->graph->add_child(node);
  498. VisualShaderEditor::get_singleton()->_update_created_node(node);
  499. if (is_group) {
  500. call_deferred("_set_node_size", (int)p_type, p_id, size);
  501. }
  502. }
  503. }
  504. void VisualShaderGraphPlugin::remove_node(VisualShader::Type p_type, int p_id) {
  505. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  506. Ref<VisualShaderNodeUniform> uniform = Ref<VisualShaderNode>(links[p_id].visual_node);
  507. if (uniform.is_valid()) {
  508. VisualShaderEditor::get_singleton()->call_deferred("_update_uniforms");
  509. }
  510. links[p_id].graph_node->get_parent()->remove_child(links[p_id].graph_node);
  511. memdelete(links[p_id].graph_node);
  512. links.erase(p_id);
  513. }
  514. }
  515. void VisualShaderGraphPlugin::connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  516. if (visual_shader->get_shader_type() == p_type) {
  517. VisualShaderEditor::get_singleton()->graph->connect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
  518. if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr) {
  519. links[p_to_node].input_ports[p_to_port].default_input_button->hide();
  520. }
  521. }
  522. }
  523. void VisualShaderGraphPlugin::disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  524. if (visual_shader->get_shader_type() == p_type) {
  525. VisualShaderEditor::get_singleton()->graph->disconnect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
  526. if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr) {
  527. links[p_to_node].input_ports[p_to_port].default_input_button->show();
  528. 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));
  529. }
  530. }
  531. }
  532. VisualShaderGraphPlugin::~VisualShaderGraphPlugin() {
  533. }
  534. /////////////////
  535. void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
  536. bool changed = false;
  537. if (p_visual_shader) {
  538. if (visual_shader.is_null()) {
  539. changed = true;
  540. } else {
  541. if (visual_shader.ptr() != p_visual_shader) {
  542. changed = true;
  543. }
  544. }
  545. visual_shader = Ref<VisualShader>(p_visual_shader);
  546. graph_plugin->register_shader(visual_shader.ptr());
  547. if (!visual_shader->is_connected("changed", callable_mp(this, &VisualShaderEditor::_update_preview))) {
  548. visual_shader->connect("changed", callable_mp(this, &VisualShaderEditor::_update_preview));
  549. }
  550. #ifndef DISABLE_DEPRECATED
  551. String version = VERSION_BRANCH;
  552. if (visual_shader->get_version() != version) {
  553. visual_shader->update_version(version);
  554. }
  555. #endif
  556. visual_shader->set_graph_offset(graph->get_scroll_ofs() / EDSCALE);
  557. _set_mode(visual_shader->get_mode());
  558. } else {
  559. if (visual_shader.is_valid()) {
  560. if (visual_shader->is_connected("changed", callable_mp(this, &VisualShaderEditor::_update_preview))) {
  561. visual_shader->disconnect("changed", callable_mp(this, &VisualShaderEditor::_update_preview));
  562. }
  563. }
  564. visual_shader.unref();
  565. }
  566. if (visual_shader.is_null()) {
  567. hide();
  568. } else {
  569. if (changed) { // to avoid tree collapse
  570. _clear_buffer();
  571. _update_options_menu();
  572. _update_preview();
  573. _update_graph();
  574. }
  575. }
  576. }
  577. void VisualShaderEditor::add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
  578. if (plugins.find(p_plugin) != -1) {
  579. return;
  580. }
  581. plugins.push_back(p_plugin);
  582. }
  583. void VisualShaderEditor::remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
  584. plugins.erase(p_plugin);
  585. }
  586. void VisualShaderEditor::clear_custom_types() {
  587. for (int i = 0; i < add_options.size(); i++) {
  588. if (add_options[i].is_custom) {
  589. add_options.remove(i);
  590. i--;
  591. }
  592. }
  593. }
  594. void VisualShaderEditor::add_custom_type(const String &p_name, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, bool p_highend) {
  595. ERR_FAIL_COND(!p_name.is_valid_identifier());
  596. ERR_FAIL_COND(!p_script.is_valid());
  597. for (int i = 0; i < add_options.size(); i++) {
  598. if (add_options[i].is_custom) {
  599. if (add_options[i].script == p_script) {
  600. return;
  601. }
  602. }
  603. }
  604. AddOption ao;
  605. ao.name = p_name;
  606. ao.script = p_script;
  607. ao.return_type = p_return_icon_type;
  608. ao.description = p_description;
  609. ao.category = p_category;
  610. ao.highend = p_highend;
  611. ao.is_custom = true;
  612. bool begin = false;
  613. String root = p_category.split("/")[0];
  614. for (int i = 0; i < add_options.size(); i++) {
  615. if (add_options[i].is_custom) {
  616. if (add_options[i].category == root) {
  617. if (!begin) {
  618. begin = true;
  619. }
  620. } else {
  621. if (begin) {
  622. add_options.insert(i, ao);
  623. return;
  624. }
  625. }
  626. }
  627. }
  628. add_options.push_back(ao);
  629. }
  630. bool VisualShaderEditor::_is_available(int p_mode) {
  631. int current_mode = edit_type->get_selected();
  632. if (p_mode != -1) {
  633. switch (current_mode) {
  634. case 0: // Vertex or Emit
  635. current_mode = 1;
  636. break;
  637. case 1: // Fragment or Process
  638. current_mode = 2;
  639. break;
  640. case 2: // Light or End
  641. current_mode = 4;
  642. break;
  643. default:
  644. break;
  645. }
  646. }
  647. return (p_mode == -1 || (p_mode & current_mode) != 0);
  648. }
  649. void VisualShaderEditor::update_custom_nodes() {
  650. if (members_dialog->is_visible()) {
  651. return;
  652. }
  653. clear_custom_types();
  654. List<StringName> class_list;
  655. ScriptServer::get_global_class_list(&class_list);
  656. Dictionary added;
  657. for (int i = 0; i < class_list.size(); i++) {
  658. if (ScriptServer::get_global_class_native_base(class_list[i]) == "VisualShaderNodeCustom") {
  659. String script_path = ScriptServer::get_global_class_path(class_list[i]);
  660. Ref<Resource> res = ResourceLoader::load(script_path);
  661. ERR_FAIL_COND(res.is_null());
  662. ERR_FAIL_COND(!res->is_class("Script"));
  663. Ref<Script> script = Ref<Script>(res);
  664. Ref<VisualShaderNodeCustom> ref;
  665. ref.instance();
  666. ref->set_script(script);
  667. String name;
  668. if (ref->has_method("_get_name")) {
  669. name = (String)ref->call("_get_name");
  670. } else {
  671. name = "Unnamed";
  672. }
  673. String description = "";
  674. if (ref->has_method("_get_description")) {
  675. description = (String)ref->call("_get_description");
  676. }
  677. int return_icon_type = -1;
  678. if (ref->has_method("_get_return_icon_type")) {
  679. return_icon_type = (int)ref->call("_get_return_icon_type");
  680. }
  681. String category = "";
  682. if (ref->has_method("_get_category")) {
  683. category = (String)ref->call("_get_category");
  684. }
  685. String subcategory = "";
  686. if (ref->has_method("_get_subcategory")) {
  687. subcategory = (String)ref->call("_get_subcategory");
  688. }
  689. bool highend = false;
  690. if (ref->has_method("_is_highend")) {
  691. highend = (bool)ref->call("_is_highend");
  692. }
  693. Dictionary dict;
  694. dict["name"] = name;
  695. dict["script"] = script;
  696. dict["description"] = description;
  697. dict["return_icon_type"] = return_icon_type;
  698. category = category.rstrip("/");
  699. category = category.lstrip("/");
  700. category = "Addons/" + category;
  701. if (subcategory != "") {
  702. category += "/" + subcategory;
  703. }
  704. dict["category"] = category;
  705. dict["highend"] = highend;
  706. String key;
  707. key = category + "/" + name;
  708. added[key] = dict;
  709. }
  710. }
  711. Array keys = added.keys();
  712. keys.sort();
  713. for (int i = 0; i < keys.size(); i++) {
  714. const Variant &key = keys.get(i);
  715. const Dictionary &value = (Dictionary)added[key];
  716. add_custom_type(value["name"], value["script"], value["description"], value["return_icon_type"], value["category"], value["highend"]);
  717. }
  718. _update_options_menu();
  719. }
  720. String VisualShaderEditor::_get_description(int p_idx) {
  721. return add_options[p_idx].description;
  722. }
  723. void VisualShaderEditor::_update_options_menu() {
  724. node_desc->set_text("");
  725. members_dialog->get_ok()->set_disabled(true);
  726. members->clear();
  727. TreeItem *root = members->create_item();
  728. String filter = node_filter->get_text().strip_edges();
  729. bool use_filter = !filter.empty();
  730. bool is_first_item = true;
  731. Color unsupported_color = get_theme_color("error_color", "Editor");
  732. Color supported_color = get_theme_color("warning_color", "Editor");
  733. static bool low_driver = ProjectSettings::get_singleton()->get("rendering/quality/driver/driver_name") == "GLES2";
  734. Map<String, TreeItem *> folders;
  735. int current_func = -1;
  736. if (!visual_shader.is_null()) {
  737. current_func = visual_shader->get_mode();
  738. }
  739. Vector<AddOption> custom_options;
  740. Vector<AddOption> embedded_options;
  741. for (int i = 0; i < add_options.size(); i++) {
  742. if (!use_filter || add_options[i].name.findn(filter) != -1) {
  743. if ((add_options[i].func != current_func && add_options[i].func != -1) || !_is_available(add_options[i].mode)) {
  744. continue;
  745. }
  746. const_cast<AddOption &>(add_options[i]).temp_idx = i; // save valid id
  747. if (add_options[i].is_custom) {
  748. custom_options.push_back(add_options[i]);
  749. } else {
  750. embedded_options.push_back(add_options[i]);
  751. }
  752. }
  753. }
  754. Vector<AddOption> options;
  755. SortArray<AddOption, _OptionComparator> sorter;
  756. sorter.sort(custom_options.ptrw(), custom_options.size());
  757. options.append_array(custom_options);
  758. options.append_array(embedded_options);
  759. for (int i = 0; i < options.size(); i++) {
  760. String path = options[i].category;
  761. Vector<String> subfolders = path.split("/");
  762. TreeItem *category = nullptr;
  763. if (!folders.has(path)) {
  764. category = root;
  765. String path_temp = "";
  766. for (int j = 0; j < subfolders.size(); j++) {
  767. path_temp += subfolders[j];
  768. if (!folders.has(path_temp)) {
  769. category = members->create_item(category);
  770. category->set_selectable(0, false);
  771. category->set_collapsed(!use_filter);
  772. category->set_text(0, subfolders[j]);
  773. folders.insert(path_temp, category);
  774. } else {
  775. category = folders[path_temp];
  776. }
  777. }
  778. } else {
  779. category = folders[path];
  780. }
  781. TreeItem *item = members->create_item(category);
  782. if (options[i].highend && low_driver) {
  783. item->set_custom_color(0, unsupported_color);
  784. } else if (options[i].highend) {
  785. item->set_custom_color(0, supported_color);
  786. }
  787. item->set_text(0, options[i].name);
  788. if (is_first_item && use_filter) {
  789. item->select(0);
  790. node_desc->set_text(options[i].description);
  791. is_first_item = false;
  792. }
  793. switch (options[i].return_type) {
  794. case VisualShaderNode::PORT_TYPE_SCALAR:
  795. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon("float", "EditorIcons"));
  796. break;
  797. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  798. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon("int", "EditorIcons"));
  799. break;
  800. case VisualShaderNode::PORT_TYPE_VECTOR:
  801. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Vector3", "EditorIcons"));
  802. break;
  803. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  804. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon("bool", "EditorIcons"));
  805. break;
  806. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  807. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Transform", "EditorIcons"));
  808. break;
  809. case VisualShaderNode::PORT_TYPE_SAMPLER:
  810. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon("ImageTexture", "EditorIcons"));
  811. break;
  812. default:
  813. break;
  814. }
  815. item->set_meta("id", options[i].temp_idx);
  816. }
  817. }
  818. void VisualShaderEditor::_set_mode(int p_which) {
  819. if (p_which == VisualShader::MODE_PARTICLES) {
  820. edit_type_standart->set_visible(false);
  821. edit_type_particles->set_visible(true);
  822. edit_type = edit_type_particles;
  823. particles_mode = true;
  824. } else {
  825. edit_type_particles->set_visible(false);
  826. edit_type_standart->set_visible(true);
  827. edit_type = edit_type_standart;
  828. particles_mode = false;
  829. }
  830. visual_shader->set_shader_type(get_current_shader_type());
  831. }
  832. Size2 VisualShaderEditor::get_minimum_size() const {
  833. return Size2(10, 200);
  834. }
  835. void VisualShaderEditor::_draw_color_over_button(Object *obj, Color p_color) {
  836. Button *button = Object::cast_to<Button>(obj);
  837. if (!button) {
  838. return;
  839. }
  840. Ref<StyleBox> normal = get_theme_stylebox("normal", "Button");
  841. button->draw_rect(Rect2(normal->get_offset(), button->get_size() - normal->get_minimum_size()), p_color);
  842. }
  843. void VisualShaderEditor::_update_created_node(GraphNode *node) {
  844. if (EditorSettings::get_singleton()->get("interface/theme/use_graph_node_headers")) {
  845. Ref<StyleBoxFlat> sb = node->get_theme_stylebox("frame", "GraphNode");
  846. Color c = sb->get_border_color();
  847. Color ic;
  848. Color mono_color;
  849. if (((c.r + c.g + c.b) / 3) < 0.7) {
  850. mono_color = Color(1.0, 1.0, 1.0);
  851. ic = Color(0.0, 0.0, 0.0, 0.7);
  852. } else {
  853. mono_color = Color(0.0, 0.0, 0.0);
  854. ic = Color(1.0, 1.0, 1.0, 0.7);
  855. }
  856. mono_color.a = 0.85;
  857. c = mono_color;
  858. node->add_theme_color_override("title_color", c);
  859. c.a = 0.7;
  860. node->add_theme_color_override("close_color", c);
  861. node->add_theme_color_override("resizer_color", ic);
  862. }
  863. }
  864. void VisualShaderEditor::_update_uniforms() {
  865. VisualShaderNodeUniformRef::clear_uniforms();
  866. for (int t = 0; t < VisualShader::TYPE_MAX; t++) {
  867. Vector<int> tnodes = visual_shader->get_node_list((VisualShader::Type)t);
  868. for (int i = 0; i < tnodes.size(); i++) {
  869. Ref<VisualShaderNode> vsnode = visual_shader->get_node((VisualShader::Type)t, tnodes[i]);
  870. Ref<VisualShaderNodeUniform> uniform = vsnode;
  871. if (uniform.is_valid()) {
  872. Ref<VisualShaderNodeFloatUniform> float_uniform = vsnode;
  873. Ref<VisualShaderNodeIntUniform> int_uniform = vsnode;
  874. Ref<VisualShaderNodeVec3Uniform> vec3_uniform = vsnode;
  875. Ref<VisualShaderNodeColorUniform> color_uniform = vsnode;
  876. Ref<VisualShaderNodeBooleanUniform> bool_uniform = vsnode;
  877. Ref<VisualShaderNodeTransformUniform> transform_uniform = vsnode;
  878. VisualShaderNodeUniformRef::UniformType uniform_type;
  879. if (float_uniform.is_valid()) {
  880. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_FLOAT;
  881. } else if (int_uniform.is_valid()) {
  882. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_INT;
  883. } else if (bool_uniform.is_valid()) {
  884. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_BOOLEAN;
  885. } else if (vec3_uniform.is_valid()) {
  886. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_VECTOR;
  887. } else if (transform_uniform.is_valid()) {
  888. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_TRANSFORM;
  889. } else if (color_uniform.is_valid()) {
  890. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_COLOR;
  891. } else {
  892. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_SAMPLER;
  893. }
  894. VisualShaderNodeUniformRef::add_uniform(uniform->get_uniform_name(), uniform_type);
  895. }
  896. }
  897. }
  898. }
  899. void VisualShaderEditor::_update_graph() {
  900. if (updating) {
  901. return;
  902. }
  903. if (visual_shader.is_null()) {
  904. return;
  905. }
  906. graph->set_scroll_ofs(visual_shader->get_graph_offset() * EDSCALE);
  907. VisualShader::Type type = get_current_shader_type();
  908. graph->clear_connections();
  909. //erase all nodes
  910. for (int i = 0; i < graph->get_child_count(); i++) {
  911. if (Object::cast_to<GraphNode>(graph->get_child(i))) {
  912. Node *node = graph->get_child(i);
  913. graph->remove_child(node);
  914. memdelete(node);
  915. i--;
  916. }
  917. }
  918. List<VisualShader::Connection> connections;
  919. visual_shader->get_node_connections(type, &connections);
  920. graph_plugin->set_connections(connections);
  921. Vector<int> nodes = visual_shader->get_node_list(type);
  922. _update_uniforms();
  923. graph_plugin->clear_links();
  924. graph_plugin->make_dirty(true);
  925. for (int n_i = 0; n_i < nodes.size(); n_i++) {
  926. graph_plugin->add_node(type, nodes[n_i]);
  927. }
  928. graph_plugin->make_dirty(false);
  929. for (List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
  930. int from = E->get().from_node;
  931. int from_idx = E->get().from_port;
  932. int to = E->get().to_node;
  933. int to_idx = E->get().to_port;
  934. graph->connect_node(itos(from), from_idx, itos(to), to_idx);
  935. }
  936. }
  937. VisualShader::Type VisualShaderEditor::get_current_shader_type() const {
  938. VisualShader::Type type;
  939. if (particles_mode) {
  940. type = VisualShader::Type(edit_type->get_selected() + 3);
  941. } else {
  942. type = VisualShader::Type(edit_type->get_selected());
  943. }
  944. return type;
  945. }
  946. void VisualShaderEditor::_add_input_port(int p_node, int p_port, int p_port_type, const String &p_name) {
  947. VisualShader::Type type = get_current_shader_type();
  948. Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
  949. if (node.is_null()) {
  950. return;
  951. }
  952. undo_redo->create_action(TTR("Add input port"));
  953. undo_redo->add_do_method(node.ptr(), "add_input_port", p_port, p_port_type, p_name);
  954. undo_redo->add_undo_method(node.ptr(), "remove_input_port", p_port);
  955. undo_redo->add_do_method(this, "_update_graph");
  956. undo_redo->add_undo_method(this, "_update_graph");
  957. undo_redo->add_do_method(this, "_rebuild");
  958. undo_redo->add_undo_method(this, "_rebuild");
  959. undo_redo->commit_action();
  960. }
  961. void VisualShaderEditor::_add_output_port(int p_node, int p_port, int p_port_type, const String &p_name) {
  962. VisualShader::Type type = get_current_shader_type();
  963. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  964. if (node.is_null()) {
  965. return;
  966. }
  967. undo_redo->create_action(TTR("Add output port"));
  968. undo_redo->add_do_method(node.ptr(), "add_output_port", p_port, p_port_type, p_name);
  969. undo_redo->add_undo_method(node.ptr(), "remove_output_port", p_port);
  970. undo_redo->add_do_method(this, "_update_graph");
  971. undo_redo->add_undo_method(this, "_update_graph");
  972. undo_redo->add_do_method(this, "_rebuild");
  973. undo_redo->add_undo_method(this, "_rebuild");
  974. undo_redo->commit_action();
  975. }
  976. void VisualShaderEditor::_change_input_port_type(int p_type, int p_node, int p_port) {
  977. VisualShader::Type type = get_current_shader_type();
  978. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  979. if (node.is_null()) {
  980. return;
  981. }
  982. undo_redo->create_action(TTR("Change input port type"));
  983. undo_redo->add_do_method(node.ptr(), "set_input_port_type", p_port, p_type);
  984. undo_redo->add_undo_method(node.ptr(), "set_input_port_type", p_port, node->get_input_port_type(p_port));
  985. undo_redo->add_do_method(this, "_update_graph");
  986. undo_redo->add_undo_method(this, "_update_graph");
  987. undo_redo->add_do_method(this, "_rebuild");
  988. undo_redo->add_undo_method(this, "_rebuild");
  989. undo_redo->commit_action();
  990. }
  991. void VisualShaderEditor::_change_output_port_type(int p_type, int p_node, int p_port) {
  992. VisualShader::Type type = get_current_shader_type();
  993. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  994. if (node.is_null()) {
  995. return;
  996. }
  997. undo_redo->create_action(TTR("Change output port type"));
  998. undo_redo->add_do_method(node.ptr(), "set_output_port_type", p_port, p_type);
  999. undo_redo->add_undo_method(node.ptr(), "set_output_port_type", p_port, node->get_output_port_type(p_port));
  1000. undo_redo->add_do_method(this, "_update_graph");
  1001. undo_redo->add_undo_method(this, "_update_graph");
  1002. undo_redo->add_do_method(this, "_rebuild");
  1003. undo_redo->add_undo_method(this, "_rebuild");
  1004. undo_redo->commit_action();
  1005. }
  1006. void VisualShaderEditor::_change_input_port_name(const String &p_text, Object *line_edit, int p_node_id, int p_port_id) {
  1007. VisualShader::Type type = get_current_shader_type();
  1008. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
  1009. ERR_FAIL_COND(!node.is_valid());
  1010. undo_redo->create_action(TTR("Change input port name"));
  1011. undo_redo->add_do_method(node.ptr(), "set_input_port_name", p_port_id, p_text);
  1012. undo_redo->add_undo_method(node.ptr(), "set_input_port_name", p_port_id, node->get_input_port_name(p_port_id));
  1013. undo_redo->add_do_method(this, "_rebuild");
  1014. undo_redo->add_undo_method(this, "_rebuild");
  1015. undo_redo->commit_action();
  1016. }
  1017. void VisualShaderEditor::_change_output_port_name(const String &p_text, Object *line_edit, int p_node_id, int p_port_id) {
  1018. VisualShader::Type type = get_current_shader_type();
  1019. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
  1020. ERR_FAIL_COND(!node.is_valid());
  1021. undo_redo->create_action(TTR("Change output port name"));
  1022. undo_redo->add_do_method(node.ptr(), "set_output_port_name", p_port_id, p_text);
  1023. undo_redo->add_undo_method(node.ptr(), "set_output_port_name", p_port_id, node->get_output_port_name(p_port_id));
  1024. undo_redo->add_do_method(this, "_rebuild");
  1025. undo_redo->add_undo_method(this, "_rebuild");
  1026. undo_redo->commit_action();
  1027. }
  1028. void VisualShaderEditor::_remove_input_port(int p_node, int p_port) {
  1029. VisualShader::Type type = get_current_shader_type();
  1030. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1031. if (node.is_null()) {
  1032. return;
  1033. }
  1034. undo_redo->create_action(TTR("Remove input port"));
  1035. List<VisualShader::Connection> conns;
  1036. visual_shader->get_node_connections(type, &conns);
  1037. for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
  1038. int from_node = E->get().from_node;
  1039. int from_port = E->get().from_port;
  1040. int to_node = E->get().to_node;
  1041. int to_port = E->get().to_port;
  1042. if (to_node == p_node) {
  1043. if (to_port == p_port) {
  1044. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1045. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1046. } else if (to_port > p_port) {
  1047. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1048. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1049. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port - 1);
  1050. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port - 1);
  1051. }
  1052. }
  1053. }
  1054. undo_redo->add_do_method(node.ptr(), "remove_input_port", p_port);
  1055. 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));
  1056. undo_redo->add_do_method(this, "_update_graph");
  1057. undo_redo->add_undo_method(this, "_update_graph");
  1058. undo_redo->add_do_method(this, "_rebuild");
  1059. undo_redo->add_undo_method(this, "_rebuild");
  1060. undo_redo->commit_action();
  1061. }
  1062. void VisualShaderEditor::_remove_output_port(int p_node, int p_port) {
  1063. VisualShader::Type type = get_current_shader_type();
  1064. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1065. if (node.is_null()) {
  1066. return;
  1067. }
  1068. undo_redo->create_action(TTR("Remove output port"));
  1069. List<VisualShader::Connection> conns;
  1070. visual_shader->get_node_connections(type, &conns);
  1071. for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
  1072. int from_node = E->get().from_node;
  1073. int from_port = E->get().from_port;
  1074. int to_node = E->get().to_node;
  1075. int to_port = E->get().to_port;
  1076. if (from_node == p_node) {
  1077. if (from_port == p_port) {
  1078. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1079. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1080. } else if (from_port > p_port) {
  1081. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1082. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1083. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port - 1, to_node, to_port);
  1084. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port - 1, to_node, to_port);
  1085. }
  1086. }
  1087. }
  1088. undo_redo->add_do_method(node.ptr(), "remove_output_port", p_port);
  1089. 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));
  1090. undo_redo->add_do_method(this, "_update_graph");
  1091. undo_redo->add_undo_method(this, "_update_graph");
  1092. undo_redo->add_do_method(this, "_rebuild");
  1093. undo_redo->add_undo_method(this, "_rebuild");
  1094. undo_redo->commit_action();
  1095. }
  1096. void VisualShaderEditor::_expression_focus_out(Object *code_edit, int p_node) {
  1097. VisualShader::Type type = get_current_shader_type();
  1098. Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
  1099. if (node.is_null()) {
  1100. return;
  1101. }
  1102. CodeEdit *expression_box = Object::cast_to<CodeEdit>(code_edit);
  1103. if (node->get_expression() == expression_box->get_text()) {
  1104. return;
  1105. }
  1106. undo_redo->create_action(TTR("Set expression"));
  1107. undo_redo->add_do_method(node.ptr(), "set_expression", expression_box->get_text());
  1108. undo_redo->add_undo_method(node.ptr(), "set_expression", node->get_expression());
  1109. undo_redo->add_do_method(this, "_rebuild");
  1110. undo_redo->add_undo_method(this, "_rebuild");
  1111. undo_redo->commit_action();
  1112. }
  1113. void VisualShaderEditor::_rebuild() {
  1114. if (visual_shader != nullptr) {
  1115. EditorNode::get_singleton()->get_log()->clear();
  1116. visual_shader->rebuild();
  1117. }
  1118. }
  1119. void VisualShaderEditor::_set_node_size(int p_type, int p_node, const Vector2 &p_size) {
  1120. VisualShader::Type type = get_current_shader_type();
  1121. Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
  1122. if (node.is_null()) {
  1123. return;
  1124. }
  1125. Ref<VisualShaderNodeGroupBase> group_node = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
  1126. if (group_node.is_null()) {
  1127. return;
  1128. }
  1129. Vector2 size = p_size;
  1130. group_node->set_size(size);
  1131. GraphNode *gn = nullptr;
  1132. if (edit_type->get_selected() == p_type) { // check - otherwise the error will be emitted
  1133. Node *node2 = graph->get_node(itos(p_node));
  1134. gn = Object::cast_to<GraphNode>(node2);
  1135. if (!gn) {
  1136. return;
  1137. }
  1138. gn->set_custom_minimum_size(size);
  1139. gn->set_size(Size2(1, 1));
  1140. }
  1141. Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  1142. if (!expression_node.is_null()) {
  1143. Control *text_box = expression_node->get_control(0);
  1144. Size2 box_size = size;
  1145. if (gn != nullptr) {
  1146. if (box_size.x < 150 * EDSCALE || box_size.y < 0) {
  1147. box_size.x = gn->get_size().x;
  1148. }
  1149. }
  1150. box_size.x -= text_box->get_margin(MARGIN_LEFT);
  1151. box_size.x -= 28 * EDSCALE;
  1152. box_size.y -= text_box->get_margin(MARGIN_TOP);
  1153. box_size.y -= 28 * EDSCALE;
  1154. text_box->set_custom_minimum_size(Size2(box_size.x, box_size.y));
  1155. text_box->set_size(Size2(1, 1));
  1156. }
  1157. }
  1158. void VisualShaderEditor::_node_resized(const Vector2 &p_new_size, int p_type, int p_node) {
  1159. VisualShader::Type type = get_current_shader_type();
  1160. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1161. if (node.is_null()) {
  1162. return;
  1163. }
  1164. undo_redo->create_action(TTR("Resize VisualShader node"), UndoRedo::MERGE_ENDS);
  1165. undo_redo->add_do_method(this, "_set_node_size", p_type, p_node, p_new_size);
  1166. undo_redo->add_undo_method(this, "_set_node_size", p_type, p_node, node->get_size());
  1167. undo_redo->commit_action();
  1168. }
  1169. void VisualShaderEditor::_preview_select_port(int p_node, int p_port) {
  1170. VisualShader::Type type = get_current_shader_type();
  1171. Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
  1172. if (node.is_null()) {
  1173. return;
  1174. }
  1175. int prev_port = node->get_output_port_for_preview();
  1176. if (node->get_output_port_for_preview() == p_port) {
  1177. p_port = -1; //toggle it
  1178. }
  1179. undo_redo->create_action(p_port == -1 ? TTR("Hide Port Preview") : TTR("Show Port Preview"));
  1180. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", p_port);
  1181. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", prev_port);
  1182. undo_redo->add_do_method(graph_plugin.ptr(), "show_port_preview", (int)type, p_node, p_port);
  1183. undo_redo->add_undo_method(graph_plugin.ptr(), "show_port_preview", (int)type, p_node, prev_port);
  1184. undo_redo->commit_action();
  1185. }
  1186. void VisualShaderEditor::_line_edit_changed(const String &p_text, Object *line_edit, int p_node_id) {
  1187. VisualShader::Type type = get_current_shader_type();
  1188. Ref<VisualShaderNodeUniform> node = visual_shader->get_node(type, p_node_id);
  1189. ERR_FAIL_COND(!node.is_valid());
  1190. String validated_name = visual_shader->validate_uniform_name(p_text, node);
  1191. updating = true;
  1192. undo_redo->create_action(TTR("Set Uniform Name"));
  1193. undo_redo->add_do_method(node.ptr(), "set_uniform_name", validated_name);
  1194. undo_redo->add_undo_method(node.ptr(), "set_uniform_name", node->get_uniform_name());
  1195. undo_redo->add_do_method(this, "_update_graph");
  1196. undo_redo->add_undo_method(this, "_update_graph");
  1197. undo_redo->commit_action();
  1198. updating = false;
  1199. Object::cast_to<LineEdit>(line_edit)->set_text(validated_name);
  1200. }
  1201. void VisualShaderEditor::_line_edit_focus_out(Object *line_edit, int p_node_id) {
  1202. String text = Object::cast_to<LineEdit>(line_edit)->get_text();
  1203. _line_edit_changed(text, line_edit, p_node_id);
  1204. }
  1205. void VisualShaderEditor::_port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output) {
  1206. VisualShader::Type type = get_current_shader_type();
  1207. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
  1208. ERR_FAIL_COND(!node.is_valid());
  1209. String text = Object::cast_to<LineEdit>(line_edit)->get_text();
  1210. if (!p_output) {
  1211. if (node->get_input_port_name(p_port_id) == text) {
  1212. return;
  1213. }
  1214. } else {
  1215. if (node->get_output_port_name(p_port_id) == text) {
  1216. return;
  1217. }
  1218. }
  1219. List<String> input_names;
  1220. List<String> output_names;
  1221. for (int i = 0; i < node->get_input_port_count(); i++) {
  1222. if (!p_output && i == p_port_id) {
  1223. continue;
  1224. }
  1225. input_names.push_back(node->get_input_port_name(i));
  1226. }
  1227. for (int i = 0; i < node->get_output_port_count(); i++) {
  1228. if (p_output && i == p_port_id) {
  1229. continue;
  1230. }
  1231. output_names.push_back(node->get_output_port_name(i));
  1232. }
  1233. String validated_name = visual_shader->validate_port_name(text, input_names, output_names);
  1234. if (validated_name == "") {
  1235. if (!p_output) {
  1236. Object::cast_to<LineEdit>(line_edit)->set_text(node->get_input_port_name(p_port_id));
  1237. } else {
  1238. Object::cast_to<LineEdit>(line_edit)->set_text(node->get_output_port_name(p_port_id));
  1239. }
  1240. return;
  1241. }
  1242. if (!p_output) {
  1243. _change_input_port_name(validated_name, line_edit, p_node_id, p_port_id);
  1244. } else {
  1245. _change_output_port_name(validated_name, line_edit, p_node_id, p_port_id);
  1246. }
  1247. }
  1248. void VisualShaderEditor::_port_edited() {
  1249. VisualShader::Type type = get_current_shader_type();
  1250. Variant value = property_editor->get_variant();
  1251. Ref<VisualShaderNode> vsn = visual_shader->get_node(type, editing_node);
  1252. ERR_FAIL_COND(!vsn.is_valid());
  1253. undo_redo->create_action(TTR("Set Input Default Port"));
  1254. undo_redo->add_do_method(vsn.ptr(), "set_input_port_default_value", editing_port, value);
  1255. undo_redo->add_undo_method(vsn.ptr(), "set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
  1256. undo_redo->add_do_method(graph_plugin.ptr(), "set_input_port_default_value", type, editing_node, editing_port, value);
  1257. 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));
  1258. undo_redo->commit_action();
  1259. property_editor->hide();
  1260. }
  1261. void VisualShaderEditor::_edit_port_default_input(Object *p_button, int p_node, int p_port) {
  1262. VisualShader::Type type = get_current_shader_type();
  1263. Ref<VisualShaderNode> vsn = visual_shader->get_node(type, p_node);
  1264. Button *button = Object::cast_to<Button>(p_button);
  1265. ERR_FAIL_COND(!button);
  1266. Variant value = vsn->get_input_port_default_value(p_port);
  1267. property_editor->set_position(button->get_screen_position() + Vector2(0, button->get_size().height));
  1268. property_editor->edit(nullptr, "", value.get_type(), value, 0, "");
  1269. property_editor->popup();
  1270. editing_node = p_node;
  1271. editing_port = p_port;
  1272. }
  1273. void VisualShaderEditor::_add_custom_node(const String &p_path) {
  1274. int idx = -1;
  1275. for (int i = custom_node_option_idx; i < add_options.size(); i++) {
  1276. if (add_options[i].script.is_valid()) {
  1277. if (add_options[i].script->get_path() == p_path) {
  1278. idx = i;
  1279. break;
  1280. }
  1281. }
  1282. }
  1283. if (idx != -1) {
  1284. _add_node(idx);
  1285. }
  1286. }
  1287. void VisualShaderEditor::_add_texture_node(const String &p_path) {
  1288. VisualShaderNodeTexture *texture = (VisualShaderNodeTexture *)_add_node(texture_node_option_idx, -1);
  1289. texture->set_texture(ResourceLoader::load(p_path));
  1290. }
  1291. VisualShaderNode *VisualShaderEditor::_add_node(int p_idx, int p_op_idx) {
  1292. ERR_FAIL_INDEX_V(p_idx, add_options.size(), nullptr);
  1293. Ref<VisualShaderNode> vsnode;
  1294. bool is_custom = add_options[p_idx].is_custom;
  1295. if (!is_custom && add_options[p_idx].type != String()) {
  1296. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instance(add_options[p_idx].type));
  1297. ERR_FAIL_COND_V(!vsn, nullptr);
  1298. VisualShaderNodeFloatConstant *constant = Object::cast_to<VisualShaderNodeFloatConstant>(vsn);
  1299. if (constant) {
  1300. if ((int)add_options[p_idx].value != -1) {
  1301. constant->set_constant(add_options[p_idx].value);
  1302. }
  1303. }
  1304. if (p_op_idx != -1) {
  1305. VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(vsn);
  1306. if (input) {
  1307. input->set_input_name(add_options[p_idx].sub_func_str);
  1308. }
  1309. VisualShaderNodeIs *is = Object::cast_to<VisualShaderNodeIs>(vsn);
  1310. if (is) {
  1311. is->set_function((VisualShaderNodeIs::Function)p_op_idx);
  1312. }
  1313. VisualShaderNodeCompare *cmp = Object::cast_to<VisualShaderNodeCompare>(vsn);
  1314. if (cmp) {
  1315. cmp->set_function((VisualShaderNodeCompare::Function)p_op_idx);
  1316. }
  1317. VisualShaderNodeColorOp *colorOp = Object::cast_to<VisualShaderNodeColorOp>(vsn);
  1318. if (colorOp) {
  1319. colorOp->set_operator((VisualShaderNodeColorOp::Operator)p_op_idx);
  1320. }
  1321. VisualShaderNodeColorFunc *colorFunc = Object::cast_to<VisualShaderNodeColorFunc>(vsn);
  1322. if (colorFunc) {
  1323. colorFunc->set_function((VisualShaderNodeColorFunc::Function)p_op_idx);
  1324. }
  1325. VisualShaderNodeFloatOp *floatOp = Object::cast_to<VisualShaderNodeFloatOp>(vsn);
  1326. if (floatOp) {
  1327. floatOp->set_operator((VisualShaderNodeFloatOp::Operator)p_op_idx);
  1328. }
  1329. VisualShaderNodeIntOp *intOp = Object::cast_to<VisualShaderNodeIntOp>(vsn);
  1330. if (intOp) {
  1331. intOp->set_operator((VisualShaderNodeIntOp::Operator)p_op_idx);
  1332. }
  1333. VisualShaderNodeFloatFunc *floatFunc = Object::cast_to<VisualShaderNodeFloatFunc>(vsn);
  1334. if (floatFunc) {
  1335. floatFunc->set_function((VisualShaderNodeFloatFunc::Function)p_op_idx);
  1336. }
  1337. VisualShaderNodeIntFunc *intFunc = Object::cast_to<VisualShaderNodeIntFunc>(vsn);
  1338. if (intFunc) {
  1339. intFunc->set_function((VisualShaderNodeIntFunc::Function)p_op_idx);
  1340. }
  1341. VisualShaderNodeVectorOp *vecOp = Object::cast_to<VisualShaderNodeVectorOp>(vsn);
  1342. if (vecOp) {
  1343. vecOp->set_operator((VisualShaderNodeVectorOp::Operator)p_op_idx);
  1344. }
  1345. VisualShaderNodeVectorFunc *vecFunc = Object::cast_to<VisualShaderNodeVectorFunc>(vsn);
  1346. if (vecFunc) {
  1347. vecFunc->set_function((VisualShaderNodeVectorFunc::Function)p_op_idx);
  1348. }
  1349. VisualShaderNodeTransformFunc *matFunc = Object::cast_to<VisualShaderNodeTransformFunc>(vsn);
  1350. if (matFunc) {
  1351. matFunc->set_function((VisualShaderNodeTransformFunc::Function)p_op_idx);
  1352. }
  1353. VisualShaderNodeScalarDerivativeFunc *sderFunc = Object::cast_to<VisualShaderNodeScalarDerivativeFunc>(vsn);
  1354. if (sderFunc) {
  1355. sderFunc->set_function((VisualShaderNodeScalarDerivativeFunc::Function)p_op_idx);
  1356. }
  1357. VisualShaderNodeVectorDerivativeFunc *vderFunc = Object::cast_to<VisualShaderNodeVectorDerivativeFunc>(vsn);
  1358. if (vderFunc) {
  1359. vderFunc->set_function((VisualShaderNodeVectorDerivativeFunc::Function)p_op_idx);
  1360. }
  1361. VisualShaderNodeMultiplyAdd *fmaFunc = Object::cast_to<VisualShaderNodeMultiplyAdd>(vsn);
  1362. if (fmaFunc) {
  1363. fmaFunc->set_type((VisualShaderNodeMultiplyAdd::Type)p_op_idx);
  1364. }
  1365. }
  1366. vsnode = Ref<VisualShaderNode>(vsn);
  1367. } else {
  1368. ERR_FAIL_COND_V(add_options[p_idx].script.is_null(), nullptr);
  1369. String base_type = add_options[p_idx].script->get_instance_base_type();
  1370. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instance(base_type));
  1371. ERR_FAIL_COND_V(!vsn, nullptr);
  1372. vsnode = Ref<VisualShaderNode>(vsn);
  1373. vsnode->set_script(add_options[p_idx].script);
  1374. }
  1375. Point2 position = graph->get_scroll_ofs();
  1376. if (saved_node_pos_dirty) {
  1377. position += saved_node_pos;
  1378. } else {
  1379. position += graph->get_size() * 0.5;
  1380. position /= EDSCALE;
  1381. }
  1382. saved_node_pos_dirty = false;
  1383. VisualShader::Type type = get_current_shader_type();
  1384. int id_to_use = visual_shader->get_valid_node_id(type);
  1385. undo_redo->create_action(TTR("Add Node to Visual Shader"));
  1386. undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, vsnode, position, id_to_use);
  1387. undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_to_use);
  1388. undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_to_use);
  1389. undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_to_use);
  1390. VisualShaderNodeExpression *expr = Object::cast_to<VisualShaderNodeExpression>(vsnode.ptr());
  1391. if (expr) {
  1392. undo_redo->add_do_method(expr, "set_size", Size2(250 * EDSCALE, 150 * EDSCALE));
  1393. }
  1394. if (to_node != -1 && to_slot != -1) {
  1395. if (vsnode->get_output_port_count() > 0) {
  1396. int _from_node = id_to_use;
  1397. int _from_slot = 0;
  1398. if (visual_shader->is_port_types_compatible(vsnode->get_output_port_type(_from_slot), visual_shader->get_node(type, to_node)->get_input_port_type(to_slot))) {
  1399. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  1400. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  1401. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  1402. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  1403. }
  1404. }
  1405. } else if (from_node != -1 && from_slot != -1) {
  1406. if (vsnode->get_input_port_count() > 0) {
  1407. int _to_node = id_to_use;
  1408. int _to_slot = 0;
  1409. if (visual_shader->is_port_types_compatible(visual_shader->get_node(type, from_node)->get_output_port_type(from_slot), vsnode->get_input_port_type(_to_slot))) {
  1410. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  1411. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  1412. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  1413. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  1414. }
  1415. }
  1416. }
  1417. undo_redo->commit_action();
  1418. return vsnode.ptr();
  1419. }
  1420. void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node) {
  1421. VisualShader::Type type = get_current_shader_type();
  1422. undo_redo->create_action(TTR("Node Moved"));
  1423. undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", type, p_node, p_to);
  1424. undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", type, p_node, p_from);
  1425. undo_redo->add_do_method(graph_plugin.ptr(), "set_node_position", type, p_node, p_to);
  1426. undo_redo->add_undo_method(graph_plugin.ptr(), "set_node_position", type, p_node, p_from);
  1427. undo_redo->commit_action();
  1428. }
  1429. void VisualShaderEditor::_connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
  1430. VisualShader::Type type = get_current_shader_type();
  1431. int from = p_from.to_int();
  1432. int to = p_to.to_int();
  1433. if (!visual_shader->can_connect_nodes(type, from, p_from_index, to, p_to_index)) {
  1434. return;
  1435. }
  1436. undo_redo->create_action(TTR("Nodes Connected"));
  1437. List<VisualShader::Connection> conns;
  1438. visual_shader->get_node_connections(type, &conns);
  1439. for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
  1440. if (E->get().to_node == to && E->get().to_port == p_to_index) {
  1441. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
  1442. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
  1443. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
  1444. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
  1445. }
  1446. }
  1447. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  1448. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  1449. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  1450. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  1451. undo_redo->commit_action();
  1452. }
  1453. void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
  1454. graph->disconnect_node(p_from, p_from_index, p_to, p_to_index);
  1455. VisualShader::Type type = get_current_shader_type();
  1456. int from = p_from.to_int();
  1457. int to = p_to.to_int();
  1458. //updating = true; seems graph edit can handle this, no need to protect
  1459. undo_redo->create_action(TTR("Nodes Disconnected"));
  1460. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  1461. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  1462. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  1463. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  1464. undo_redo->commit_action();
  1465. //updating = false;
  1466. }
  1467. void VisualShaderEditor::_connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position) {
  1468. from_node = p_from.to_int();
  1469. from_slot = p_from_slot;
  1470. _show_members_dialog(true);
  1471. }
  1472. void VisualShaderEditor::_connection_from_empty(const String &p_to, int p_to_slot, const Vector2 &p_release_position) {
  1473. to_node = p_to.to_int();
  1474. to_slot = p_to_slot;
  1475. _show_members_dialog(true);
  1476. }
  1477. void VisualShaderEditor::_delete_request(int which) {
  1478. VisualShader::Type type = get_current_shader_type();
  1479. Ref<VisualShaderNode> node = Ref<VisualShaderNode>(visual_shader->get_node(type, which));
  1480. undo_redo->create_action(TTR("Delete Node"));
  1481. List<VisualShader::Connection> conns;
  1482. visual_shader->get_node_connections(type, &conns);
  1483. for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
  1484. if (E->get().from_node == which || E->get().to_node == which) {
  1485. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
  1486. }
  1487. }
  1488. undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, which);
  1489. undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, node, visual_shader->get_node_position(type, which), which);
  1490. undo_redo->add_undo_method(graph_plugin.ptr(), "add_node", type, which);
  1491. undo_redo->add_do_method(this, "_clear_buffer");
  1492. undo_redo->add_undo_method(this, "_clear_buffer");
  1493. // restore size, inputs and outputs if node is group
  1494. VisualShaderNodeGroupBase *group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
  1495. if (group) {
  1496. undo_redo->add_undo_method(group, "set_size", group->get_size());
  1497. undo_redo->add_undo_method(group, "set_inputs", group->get_inputs());
  1498. undo_redo->add_undo_method(group, "set_outputs", group->get_outputs());
  1499. }
  1500. // restore expression text if node is expression
  1501. VisualShaderNodeExpression *expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  1502. if (expression) {
  1503. undo_redo->add_undo_method(expression, "set_expression", expression->get_expression());
  1504. }
  1505. for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
  1506. if (E->get().from_node == which || E->get().to_node == which) {
  1507. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
  1508. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
  1509. }
  1510. }
  1511. // delete a node from the graph
  1512. undo_redo->add_do_method(graph_plugin.ptr(), "remove_node", type, which);
  1513. undo_redo->commit_action();
  1514. }
  1515. void VisualShaderEditor::_node_selected(Object *p_node) {
  1516. VisualShader::Type type = get_current_shader_type();
  1517. GraphNode *gn = Object::cast_to<GraphNode>(p_node);
  1518. ERR_FAIL_COND(!gn);
  1519. int id = String(gn->get_name()).to_int();
  1520. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
  1521. ERR_FAIL_COND(!vsnode.is_valid());
  1522. //do not rely on this, makes editor more complex
  1523. //EditorNode::get_singleton()->push_item(vsnode.ptr(), "", true);
  1524. }
  1525. void VisualShaderEditor::_graph_gui_input(const Ref<InputEvent> &p_event) {
  1526. Ref<InputEventMouseButton> mb = p_event;
  1527. if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == BUTTON_RIGHT) {
  1528. List<int> to_change;
  1529. for (int i = 0; i < graph->get_child_count(); i++) {
  1530. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  1531. if (gn) {
  1532. if (gn->is_selected() && gn->is_close_button_visible()) {
  1533. to_change.push_back(gn->get_name().operator String().to_int());
  1534. }
  1535. }
  1536. }
  1537. if (to_change.empty() && copy_nodes_buffer.empty()) {
  1538. _show_members_dialog(true);
  1539. } else {
  1540. popup_menu->set_item_disabled(NodeMenuOptions::COPY, to_change.empty());
  1541. popup_menu->set_item_disabled(NodeMenuOptions::PASTE, copy_nodes_buffer.empty());
  1542. popup_menu->set_item_disabled(NodeMenuOptions::DELETE, to_change.empty());
  1543. popup_menu->set_item_disabled(NodeMenuOptions::DUPLICATE, to_change.empty());
  1544. menu_point = graph->get_local_mouse_position();
  1545. Point2 gpos = Input::get_singleton()->get_mouse_position();
  1546. popup_menu->set_position(gpos);
  1547. popup_menu->popup();
  1548. }
  1549. }
  1550. }
  1551. void VisualShaderEditor::_show_members_dialog(bool at_mouse_pos) {
  1552. if (at_mouse_pos) {
  1553. saved_node_pos_dirty = true;
  1554. saved_node_pos = graph->get_local_mouse_position();
  1555. Point2 gpos = Input::get_singleton()->get_mouse_position();
  1556. members_dialog->popup();
  1557. members_dialog->set_position(gpos);
  1558. } else {
  1559. members_dialog->popup();
  1560. saved_node_pos_dirty = false;
  1561. members_dialog->set_position(graph->get_global_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  1562. }
  1563. // keep dialog within window bounds
  1564. Size2 window_size = DisplayServer::get_singleton()->window_get_size();
  1565. Rect2 dialog_rect = Rect2(members_dialog->get_position(), members_dialog->get_size());
  1566. if (dialog_rect.position.y + dialog_rect.size.y > window_size.y) {
  1567. int difference = dialog_rect.position.y + dialog_rect.size.y - window_size.y;
  1568. members_dialog->set_position(members_dialog->get_position() - Point2(0, difference));
  1569. }
  1570. if (dialog_rect.position.x + dialog_rect.size.x > window_size.x) {
  1571. int difference = dialog_rect.position.x + dialog_rect.size.x - window_size.x;
  1572. members_dialog->set_position(members_dialog->get_position() - Point2(difference, 0));
  1573. }
  1574. node_filter->call_deferred("grab_focus"); // still not visible
  1575. node_filter->select_all();
  1576. }
  1577. void VisualShaderEditor::_sbox_input(const Ref<InputEvent> &p_ie) {
  1578. Ref<InputEventKey> ie = p_ie;
  1579. if (ie.is_valid() && (ie->get_keycode() == KEY_UP ||
  1580. ie->get_keycode() == KEY_DOWN ||
  1581. ie->get_keycode() == KEY_ENTER ||
  1582. ie->get_keycode() == KEY_KP_ENTER)) {
  1583. members->call("_gui_input", ie);
  1584. node_filter->accept_event();
  1585. }
  1586. }
  1587. void VisualShaderEditor::_notification(int p_what) {
  1588. if (p_what == NOTIFICATION_ENTER_TREE) {
  1589. node_filter->set_clear_button_enabled(true);
  1590. // collapse tree by default
  1591. TreeItem *category = members->get_root()->get_children();
  1592. while (category) {
  1593. category->set_collapsed(true);
  1594. TreeItem *sub_category = category->get_children();
  1595. while (sub_category) {
  1596. sub_category->set_collapsed(true);
  1597. sub_category = sub_category->get_next();
  1598. }
  1599. category = category->get_next();
  1600. }
  1601. }
  1602. if (p_what == NOTIFICATION_DRAG_BEGIN) {
  1603. Dictionary dd = get_viewport()->gui_get_drag_data();
  1604. if (members->is_visible_in_tree() && dd.has("id")) {
  1605. members->set_drop_mode_flags(Tree::DROP_MODE_ON_ITEM);
  1606. }
  1607. } else if (p_what == NOTIFICATION_DRAG_END) {
  1608. members->set_drop_mode_flags(0);
  1609. }
  1610. if (p_what == NOTIFICATION_ENTER_TREE || p_what == NOTIFICATION_THEME_CHANGED) {
  1611. highend_label->set_modulate(get_theme_color("vulkan_color", "Editor"));
  1612. error_panel->add_theme_style_override("panel", get_theme_stylebox("bg", "Tree"));
  1613. error_label->add_theme_color_override("font_color", get_theme_color("error_color", "Editor"));
  1614. node_filter->set_right_icon(Control::get_theme_icon("Search", "EditorIcons"));
  1615. preview_shader->set_icon(Control::get_theme_icon("Shader", "EditorIcons"));
  1616. {
  1617. Color background_color = EDITOR_GET("text_editor/highlighting/background_color");
  1618. Color text_color = EDITOR_GET("text_editor/highlighting/text_color");
  1619. Color keyword_color = EDITOR_GET("text_editor/highlighting/keyword_color");
  1620. Color comment_color = EDITOR_GET("text_editor/highlighting/comment_color");
  1621. Color symbol_color = EDITOR_GET("text_editor/highlighting/symbol_color");
  1622. Color function_color = EDITOR_GET("text_editor/highlighting/function_color");
  1623. Color number_color = EDITOR_GET("text_editor/highlighting/number_color");
  1624. Color members_color = EDITOR_GET("text_editor/highlighting/member_variable_color");
  1625. preview_text->add_theme_color_override("background_color", background_color);
  1626. for (List<String>::Element *E = keyword_list.front(); E; E = E->next()) {
  1627. syntax_highlighter->add_keyword_color(E->get(), keyword_color);
  1628. }
  1629. preview_text->add_theme_font_override("font", get_theme_font("expression", "EditorFonts"));
  1630. preview_text->add_theme_color_override("font_color", text_color);
  1631. syntax_highlighter->set_number_color(number_color);
  1632. syntax_highlighter->set_symbol_color(symbol_color);
  1633. syntax_highlighter->set_function_color(function_color);
  1634. syntax_highlighter->set_member_variable_color(members_color);
  1635. syntax_highlighter->clear_color_regions();
  1636. syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
  1637. syntax_highlighter->add_color_region("//", "", comment_color, true);
  1638. error_text->add_theme_font_override("font", get_theme_font("status_source", "EditorFonts"));
  1639. error_text->add_theme_color_override("font_color", get_theme_color("error_color", "Editor"));
  1640. }
  1641. tools->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Tools", "EditorIcons"));
  1642. if (p_what == NOTIFICATION_THEME_CHANGED && is_visible_in_tree()) {
  1643. _update_graph();
  1644. }
  1645. }
  1646. }
  1647. void VisualShaderEditor::_scroll_changed(const Vector2 &p_scroll) {
  1648. if (updating) {
  1649. return;
  1650. }
  1651. updating = true;
  1652. visual_shader->set_graph_offset(p_scroll / EDSCALE);
  1653. updating = false;
  1654. }
  1655. void VisualShaderEditor::_node_changed(int p_id) {
  1656. if (updating) {
  1657. return;
  1658. }
  1659. if (is_visible_in_tree()) {
  1660. _update_graph();
  1661. }
  1662. }
  1663. void VisualShaderEditor::_dup_update_excluded(int p_type, Set<int> &r_excluded) {
  1664. r_excluded.clear();
  1665. VisualShader::Type type = (VisualShader::Type)p_type;
  1666. for (int i = 0; i < graph->get_child_count(); i++) {
  1667. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  1668. if (gn) {
  1669. int id = String(gn->get_name()).to_int();
  1670. Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
  1671. Ref<VisualShaderNodeOutput> output = node;
  1672. if (output.is_valid()) {
  1673. r_excluded.insert(id);
  1674. continue;
  1675. }
  1676. r_excluded.insert(id);
  1677. }
  1678. }
  1679. }
  1680. void VisualShaderEditor::_dup_copy_nodes(int p_type, List<int> &r_nodes, Set<int> &r_excluded) {
  1681. VisualShader::Type type = (VisualShader::Type)p_type;
  1682. selection_center.x = 0.0f;
  1683. selection_center.y = 0.0f;
  1684. for (int i = 0; i < graph->get_child_count(); i++) {
  1685. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  1686. if (gn) {
  1687. int id = String(gn->get_name()).to_int();
  1688. Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
  1689. Ref<VisualShaderNodeOutput> output = node;
  1690. if (output.is_valid()) { // can't duplicate output
  1691. r_excluded.insert(id);
  1692. continue;
  1693. }
  1694. if (node.is_valid() && gn->is_selected()) {
  1695. Vector2 pos = visual_shader->get_node_position(type, id);
  1696. selection_center += pos;
  1697. r_nodes.push_back(id);
  1698. }
  1699. r_excluded.insert(id);
  1700. }
  1701. }
  1702. selection_center /= (float)r_nodes.size();
  1703. }
  1704. void VisualShaderEditor::_dup_paste_nodes(int p_type, int p_pasted_type, List<int> &r_nodes, Set<int> &r_excluded, const Vector2 &p_offset, bool p_select) {
  1705. VisualShader::Type type = (VisualShader::Type)p_type;
  1706. VisualShader::Type pasted_type = (VisualShader::Type)p_pasted_type;
  1707. int base_id = visual_shader->get_valid_node_id(type);
  1708. int id_from = base_id;
  1709. Map<int, int> connection_remap;
  1710. Set<int> unsupported_set;
  1711. for (List<int>::Element *E = r_nodes.front(); E; E = E->next()) {
  1712. connection_remap[E->get()] = id_from;
  1713. Ref<VisualShaderNode> node = visual_shader->get_node(pasted_type, E->get());
  1714. bool unsupported = false;
  1715. for (int i = 0; i < add_options.size(); i++) {
  1716. if (add_options[i].type == node->get_class_name()) {
  1717. if (!_is_available(add_options[i].mode)) {
  1718. unsupported = true;
  1719. }
  1720. break;
  1721. }
  1722. }
  1723. if (unsupported) {
  1724. unsupported_set.insert(E->get());
  1725. continue;
  1726. }
  1727. Ref<VisualShaderNode> dupli = node->duplicate();
  1728. undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, dupli, visual_shader->get_node_position(pasted_type, E->get()) + p_offset, id_from);
  1729. undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_from);
  1730. // duplicate size, inputs and outputs if node is group
  1731. Ref<VisualShaderNodeGroupBase> group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
  1732. if (!group.is_null()) {
  1733. undo_redo->add_do_method(dupli.ptr(), "set_size", group->get_size());
  1734. undo_redo->add_do_method(graph_plugin.ptr(), "set_node_size", type, id_from, group->get_size());
  1735. undo_redo->add_do_method(dupli.ptr(), "set_inputs", group->get_inputs());
  1736. undo_redo->add_do_method(dupli.ptr(), "set_outputs", group->get_outputs());
  1737. }
  1738. // duplicate expression text if node is expression
  1739. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  1740. if (!expression.is_null()) {
  1741. undo_redo->add_do_method(dupli.ptr(), "set_expression", expression->get_expression());
  1742. }
  1743. id_from++;
  1744. }
  1745. List<VisualShader::Connection> conns;
  1746. visual_shader->get_node_connections(pasted_type, &conns);
  1747. for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
  1748. if (unsupported_set.has(E->get().from_node) || unsupported_set.has(E->get().to_node)) {
  1749. continue;
  1750. }
  1751. if (connection_remap.has(E->get().from_node) && connection_remap.has(E->get().to_node)) {
  1752. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, connection_remap[E->get().from_node], E->get().from_port, connection_remap[E->get().to_node], E->get().to_port);
  1753. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, connection_remap[E->get().from_node], E->get().from_port, connection_remap[E->get().to_node], E->get().to_port);
  1754. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, connection_remap[E->get().from_node], E->get().from_port, connection_remap[E->get().to_node], E->get().to_port);
  1755. }
  1756. }
  1757. id_from = base_id;
  1758. for (List<int>::Element *E = r_nodes.front(); E; E = E->next()) {
  1759. undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_from);
  1760. undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_from);
  1761. id_from++;
  1762. }
  1763. undo_redo->commit_action();
  1764. if (p_select) {
  1765. // reselect duplicated nodes by excluding the other ones
  1766. for (int i = 0; i < graph->get_child_count(); i++) {
  1767. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  1768. if (gn) {
  1769. int id = String(gn->get_name()).to_int();
  1770. if (!r_excluded.has(id)) {
  1771. gn->set_selected(true);
  1772. } else {
  1773. gn->set_selected(false);
  1774. }
  1775. }
  1776. }
  1777. }
  1778. }
  1779. void VisualShaderEditor::_clear_buffer() {
  1780. copy_nodes_buffer.clear();
  1781. copy_nodes_excluded_buffer.clear();
  1782. }
  1783. void VisualShaderEditor::_duplicate_nodes() {
  1784. int type = edit_type->get_selected();
  1785. List<int> nodes;
  1786. Set<int> excluded;
  1787. _dup_copy_nodes(type, nodes, excluded);
  1788. if (nodes.empty()) {
  1789. return;
  1790. }
  1791. undo_redo->create_action(TTR("Duplicate Nodes"));
  1792. _dup_paste_nodes(type, type, nodes, excluded, Vector2(10, 10) * EDSCALE, true);
  1793. }
  1794. void VisualShaderEditor::_copy_nodes() {
  1795. copy_type = edit_type->get_selected();
  1796. _clear_buffer();
  1797. _dup_copy_nodes(copy_type, copy_nodes_buffer, copy_nodes_excluded_buffer);
  1798. }
  1799. void VisualShaderEditor::_paste_nodes(bool p_use_custom_position, const Vector2 &p_custom_position) {
  1800. if (copy_nodes_buffer.empty()) {
  1801. return;
  1802. }
  1803. int type = edit_type->get_selected();
  1804. undo_redo->create_action(TTR("Paste Nodes"));
  1805. float scale = graph->get_zoom();
  1806. Vector2 mpos;
  1807. if (p_use_custom_position) {
  1808. mpos = p_custom_position;
  1809. } else {
  1810. mpos = graph->get_local_mouse_position();
  1811. }
  1812. _dup_paste_nodes(type, copy_type, copy_nodes_buffer, copy_nodes_excluded_buffer, (graph->get_scroll_ofs() / scale + mpos / scale - selection_center), false);
  1813. _dup_update_excluded(type, copy_nodes_excluded_buffer); // to prevent selection of previous copies at new paste
  1814. }
  1815. void VisualShaderEditor::_delete_nodes() {
  1816. VisualShader::Type type = get_current_shader_type();
  1817. List<int> to_erase;
  1818. for (int i = 0; i < graph->get_child_count(); i++) {
  1819. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  1820. if (gn) {
  1821. if (gn->is_selected() && gn->is_close_button_visible()) {
  1822. to_erase.push_back(gn->get_name().operator String().to_int());
  1823. }
  1824. }
  1825. }
  1826. if (to_erase.empty()) {
  1827. return;
  1828. }
  1829. undo_redo->create_action(TTR("Delete Nodes"));
  1830. List<VisualShader::Connection> conns;
  1831. visual_shader->get_node_connections(type, &conns);
  1832. for (List<int>::Element *F = to_erase.front(); F; F = F->next()) {
  1833. for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
  1834. if (E->get().from_node == F->get() || E->get().to_node == F->get()) {
  1835. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
  1836. }
  1837. }
  1838. }
  1839. for (List<int>::Element *F = to_erase.front(); F; F = F->next()) {
  1840. Ref<VisualShaderNode> node = visual_shader->get_node(type, F->get());
  1841. undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, F->get());
  1842. undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, node, visual_shader->get_node_position(type, F->get()), F->get());
  1843. undo_redo->add_undo_method(graph_plugin.ptr(), "add_node", type, F->get());
  1844. undo_redo->add_do_method(this, "_clear_buffer");
  1845. undo_redo->add_undo_method(this, "_clear_buffer");
  1846. // restore size, inputs and outputs if node is group
  1847. VisualShaderNodeGroupBase *group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
  1848. if (group) {
  1849. undo_redo->add_undo_method(group, "set_size", group->get_size());
  1850. undo_redo->add_undo_method(group, "set_inputs", group->get_inputs());
  1851. undo_redo->add_undo_method(group, "set_outputs", group->get_outputs());
  1852. }
  1853. // restore expression text if node is expression
  1854. VisualShaderNodeExpression *expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  1855. if (expression) {
  1856. undo_redo->add_undo_method(expression, "set_expression", expression->get_expression());
  1857. }
  1858. }
  1859. List<VisualShader::Connection> used_conns;
  1860. for (List<int>::Element *F = to_erase.front(); F; F = F->next()) {
  1861. for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
  1862. if (E->get().from_node == F->get() || E->get().to_node == F->get()) {
  1863. bool cancel = false;
  1864. for (List<VisualShader::Connection>::Element *R = used_conns.front(); R; R = R->next()) {
  1865. if (R->get().from_node == E->get().from_node && R->get().from_port == E->get().from_port && R->get().to_node == E->get().to_node && R->get().to_port == E->get().to_port) {
  1866. cancel = true; // to avoid ERR_ALREADY_EXISTS warning
  1867. break;
  1868. }
  1869. }
  1870. if (!cancel) {
  1871. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
  1872. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
  1873. used_conns.push_back(E->get());
  1874. }
  1875. }
  1876. }
  1877. }
  1878. // delete nodes from the graph
  1879. for (List<int>::Element *F = to_erase.front(); F; F = F->next()) {
  1880. undo_redo->add_do_method(graph_plugin.ptr(), "remove_node", type, F->get());
  1881. }
  1882. undo_redo->commit_action();
  1883. }
  1884. void VisualShaderEditor::_mode_selected(int p_id) {
  1885. visual_shader->set_shader_type(particles_mode ? VisualShader::Type(p_id + 3) : VisualShader::Type(p_id));
  1886. _update_options_menu();
  1887. _update_graph();
  1888. }
  1889. void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> input, String name) {
  1890. String prev_name = input->get_input_name();
  1891. if (name == prev_name) {
  1892. return;
  1893. }
  1894. bool type_changed = input->get_input_type_by_name(name) != input->get_input_type_by_name(prev_name);
  1895. UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
  1896. undo_redo->create_action(TTR("Visual Shader Input Type Changed"));
  1897. undo_redo->add_do_method(input.ptr(), "set_input_name", name);
  1898. undo_redo->add_undo_method(input.ptr(), "set_input_name", prev_name);
  1899. if (type_changed) {
  1900. //restore connections if type changed
  1901. VisualShader::Type type = get_current_shader_type();
  1902. int id = visual_shader->find_node_id(type, input);
  1903. List<VisualShader::Connection> conns;
  1904. visual_shader->get_node_connections(type, &conns);
  1905. for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
  1906. if (E->get().from_node == id) {
  1907. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
  1908. }
  1909. }
  1910. }
  1911. undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_graph");
  1912. undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_graph");
  1913. undo_redo->commit_action();
  1914. }
  1915. void VisualShaderEditor::_uniform_select_item(Ref<VisualShaderNodeUniformRef> p_uniform_ref, String p_name) {
  1916. String prev_name = p_uniform_ref->get_uniform_name();
  1917. if (p_name == prev_name) {
  1918. return;
  1919. }
  1920. bool type_changed = p_uniform_ref->get_uniform_type_by_name(p_name) != p_uniform_ref->get_uniform_type_by_name(prev_name);
  1921. UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
  1922. undo_redo->create_action(TTR("UniformRef Name Changed"));
  1923. undo_redo->add_do_method(p_uniform_ref.ptr(), "set_uniform_name", p_name);
  1924. undo_redo->add_undo_method(p_uniform_ref.ptr(), "set_uniform_name", prev_name);
  1925. if (type_changed) {
  1926. //restore connections if type changed
  1927. VisualShader::Type type = get_current_shader_type();
  1928. int id = visual_shader->find_node_id(type, p_uniform_ref);
  1929. List<VisualShader::Connection> conns;
  1930. visual_shader->get_node_connections(type, &conns);
  1931. for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
  1932. if (E->get().from_node == id) {
  1933. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
  1934. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
  1935. }
  1936. }
  1937. }
  1938. undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_graph");
  1939. undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_graph");
  1940. undo_redo->commit_action();
  1941. }
  1942. void VisualShaderEditor::_member_filter_changed(const String &p_text) {
  1943. _update_options_menu();
  1944. }
  1945. void VisualShaderEditor::_member_selected() {
  1946. TreeItem *item = members->get_selected();
  1947. if (item != nullptr && item->has_meta("id")) {
  1948. members_dialog->get_ok()->set_disabled(false);
  1949. highend_label->set_visible(add_options[item->get_meta("id")].highend);
  1950. node_desc->set_text(_get_description(item->get_meta("id")));
  1951. } else {
  1952. highend_label->set_visible(false);
  1953. members_dialog->get_ok()->set_disabled(true);
  1954. node_desc->set_text("");
  1955. }
  1956. }
  1957. void VisualShaderEditor::_member_unselected() {
  1958. }
  1959. void VisualShaderEditor::_member_create() {
  1960. TreeItem *item = members->get_selected();
  1961. if (item != nullptr && item->has_meta("id")) {
  1962. int idx = members->get_selected()->get_meta("id");
  1963. _add_node(idx, add_options[idx].sub_func);
  1964. members_dialog->hide();
  1965. }
  1966. }
  1967. void VisualShaderEditor::_member_cancel() {
  1968. to_node = -1;
  1969. to_slot = -1;
  1970. from_node = -1;
  1971. from_slot = -1;
  1972. }
  1973. void VisualShaderEditor::_tools_menu_option(int p_idx) {
  1974. TreeItem *category = members->get_root()->get_children();
  1975. switch (p_idx) {
  1976. case EXPAND_ALL:
  1977. while (category) {
  1978. category->set_collapsed(false);
  1979. TreeItem *sub_category = category->get_children();
  1980. while (sub_category) {
  1981. sub_category->set_collapsed(false);
  1982. sub_category = sub_category->get_next();
  1983. }
  1984. category = category->get_next();
  1985. }
  1986. break;
  1987. case COLLAPSE_ALL:
  1988. while (category) {
  1989. category->set_collapsed(true);
  1990. TreeItem *sub_category = category->get_children();
  1991. while (sub_category) {
  1992. sub_category->set_collapsed(true);
  1993. sub_category = sub_category->get_next();
  1994. }
  1995. category = category->get_next();
  1996. }
  1997. break;
  1998. default:
  1999. break;
  2000. }
  2001. }
  2002. void VisualShaderEditor::_node_menu_id_pressed(int p_idx) {
  2003. switch (p_idx) {
  2004. case NodeMenuOptions::ADD:
  2005. _show_members_dialog(true);
  2006. break;
  2007. case NodeMenuOptions::COPY:
  2008. _copy_nodes();
  2009. break;
  2010. case NodeMenuOptions::PASTE:
  2011. _paste_nodes(true, menu_point);
  2012. break;
  2013. case NodeMenuOptions::DELETE:
  2014. _delete_nodes();
  2015. break;
  2016. case NodeMenuOptions::DUPLICATE:
  2017. _duplicate_nodes();
  2018. break;
  2019. }
  2020. }
  2021. Variant VisualShaderEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
  2022. if (p_from == members) {
  2023. TreeItem *it = members->get_item_at_position(p_point);
  2024. if (!it) {
  2025. return Variant();
  2026. }
  2027. if (!it->has_meta("id")) {
  2028. return Variant();
  2029. }
  2030. int id = it->get_meta("id");
  2031. AddOption op = add_options[id];
  2032. Dictionary d;
  2033. d["id"] = id;
  2034. if (op.sub_func == -1) {
  2035. d["sub_func"] = op.sub_func_str;
  2036. } else {
  2037. d["sub_func"] = op.sub_func;
  2038. }
  2039. Label *label = memnew(Label);
  2040. label->set_text(it->get_text(0));
  2041. set_drag_preview(label);
  2042. return d;
  2043. }
  2044. return Variant();
  2045. }
  2046. bool VisualShaderEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
  2047. if (p_from == graph) {
  2048. Dictionary d = p_data;
  2049. if (d.has("id")) {
  2050. return true;
  2051. }
  2052. if (d.has("files")) {
  2053. return true;
  2054. }
  2055. }
  2056. return false;
  2057. }
  2058. void VisualShaderEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
  2059. if (p_from == graph) {
  2060. Dictionary d = p_data;
  2061. if (d.has("id")) {
  2062. int idx = d["id"];
  2063. saved_node_pos = p_point;
  2064. saved_node_pos_dirty = true;
  2065. _add_node(idx, add_options[idx].sub_func);
  2066. } else if (d.has("files")) {
  2067. if (d["files"].get_type() == Variant::PACKED_STRING_ARRAY) {
  2068. int j = 0;
  2069. PackedStringArray arr = d["files"];
  2070. for (int i = 0; i < arr.size(); i++) {
  2071. String type = ResourceLoader::get_resource_type(arr[i]);
  2072. if (type == "GDScript") {
  2073. Ref<Script> script = ResourceLoader::load(arr[i]);
  2074. if (script->get_instance_base_type() == "VisualShaderNodeCustom") {
  2075. saved_node_pos = p_point + Vector2(0, j * 210 * EDSCALE);
  2076. saved_node_pos_dirty = true;
  2077. _add_custom_node(arr[i]);
  2078. j++;
  2079. }
  2080. } else if (ClassDB::get_parent_class(type) == "Texture2D") {
  2081. saved_node_pos = p_point + Vector2(0, j * 210 * EDSCALE);
  2082. saved_node_pos_dirty = true;
  2083. _add_texture_node(arr[i]);
  2084. j++;
  2085. }
  2086. }
  2087. }
  2088. }
  2089. }
  2090. }
  2091. void VisualShaderEditor::_show_preview_text() {
  2092. preview_showed = !preview_showed;
  2093. preview_vbox->set_visible(preview_showed);
  2094. if (preview_showed) {
  2095. if (pending_update_preview) {
  2096. _update_preview();
  2097. pending_update_preview = false;
  2098. }
  2099. }
  2100. }
  2101. static ShaderLanguage::DataType _get_global_variable_type(const StringName &p_variable) {
  2102. RS::GlobalVariableType gvt = RS::get_singleton()->global_variable_get_type(p_variable);
  2103. return RS::global_variable_type_get_shader_datatype(gvt);
  2104. }
  2105. void VisualShaderEditor::_update_preview() {
  2106. if (!preview_showed) {
  2107. pending_update_preview = true;
  2108. return;
  2109. }
  2110. String code = visual_shader->get_code();
  2111. preview_text->set_text(code);
  2112. ShaderLanguage sl;
  2113. Error err = sl.compile(code, ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(visual_shader->get_mode())), ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(visual_shader->get_mode())), ShaderTypes::get_singleton()->get_types(), _get_global_variable_type);
  2114. for (int i = 0; i < preview_text->get_line_count(); i++) {
  2115. preview_text->set_line_as_marked(i, false);
  2116. }
  2117. if (err != OK) {
  2118. preview_text->set_line_as_marked(sl.get_error_line() - 1, true);
  2119. error_text->set_visible(true);
  2120. String text = "error(" + itos(sl.get_error_line()) + "): " + sl.get_error_text();
  2121. error_text->set_text(text);
  2122. shader_error = true;
  2123. } else {
  2124. error_text->set_visible(false);
  2125. shader_error = false;
  2126. }
  2127. }
  2128. void VisualShaderEditor::_bind_methods() {
  2129. ClassDB::bind_method("_rebuild", &VisualShaderEditor::_rebuild);
  2130. ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph);
  2131. ClassDB::bind_method("_update_options_menu", &VisualShaderEditor::_update_options_menu);
  2132. ClassDB::bind_method("_add_node", &VisualShaderEditor::_add_node);
  2133. ClassDB::bind_method("_node_changed", &VisualShaderEditor::_node_changed);
  2134. ClassDB::bind_method("_input_select_item", &VisualShaderEditor::_input_select_item);
  2135. ClassDB::bind_method("_uniform_select_item", &VisualShaderEditor::_uniform_select_item);
  2136. ClassDB::bind_method("_set_node_size", &VisualShaderEditor::_set_node_size);
  2137. ClassDB::bind_method("_clear_buffer", &VisualShaderEditor::_clear_buffer);
  2138. ClassDB::bind_method("_update_uniforms", &VisualShaderEditor::_update_uniforms);
  2139. ClassDB::bind_method("_set_mode", &VisualShaderEditor::_set_mode);
  2140. ClassDB::bind_method(D_METHOD("get_drag_data_fw"), &VisualShaderEditor::get_drag_data_fw);
  2141. ClassDB::bind_method(D_METHOD("can_drop_data_fw"), &VisualShaderEditor::can_drop_data_fw);
  2142. ClassDB::bind_method(D_METHOD("drop_data_fw"), &VisualShaderEditor::drop_data_fw);
  2143. ClassDB::bind_method("_is_available", &VisualShaderEditor::_is_available);
  2144. }
  2145. VisualShaderEditor *VisualShaderEditor::singleton = nullptr;
  2146. VisualShaderEditor::VisualShaderEditor() {
  2147. singleton = this;
  2148. updating = false;
  2149. saved_node_pos_dirty = false;
  2150. saved_node_pos = Point2(0, 0);
  2151. ShaderLanguage::get_keyword_list(&keyword_list);
  2152. preview_showed = false;
  2153. pending_update_preview = false;
  2154. shader_error = false;
  2155. to_node = -1;
  2156. to_slot = -1;
  2157. from_node = -1;
  2158. from_slot = -1;
  2159. main_box = memnew(HSplitContainer);
  2160. main_box->set_v_size_flags(SIZE_EXPAND_FILL);
  2161. main_box->set_h_size_flags(SIZE_EXPAND_FILL);
  2162. add_child(main_box);
  2163. graph = memnew(GraphEdit);
  2164. graph->get_zoom_hbox()->set_h_size_flags(SIZE_EXPAND_FILL);
  2165. graph->set_v_size_flags(SIZE_EXPAND_FILL);
  2166. graph->set_h_size_flags(SIZE_EXPAND_FILL);
  2167. main_box->add_child(graph);
  2168. graph->set_drag_forwarding(this);
  2169. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR);
  2170. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR_INT);
  2171. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_BOOLEAN);
  2172. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR);
  2173. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_TRANSFORM);
  2174. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SAMPLER);
  2175. //graph->add_valid_left_disconnect_type(0);
  2176. graph->set_v_size_flags(SIZE_EXPAND_FILL);
  2177. graph->connect("connection_request", callable_mp(this, &VisualShaderEditor::_connection_request), varray(), CONNECT_DEFERRED);
  2178. graph->connect("disconnection_request", callable_mp(this, &VisualShaderEditor::_disconnection_request), varray(), CONNECT_DEFERRED);
  2179. graph->connect("node_selected", callable_mp(this, &VisualShaderEditor::_node_selected));
  2180. graph->connect("scroll_offset_changed", callable_mp(this, &VisualShaderEditor::_scroll_changed));
  2181. graph->connect("duplicate_nodes_request", callable_mp(this, &VisualShaderEditor::_duplicate_nodes));
  2182. graph->connect("copy_nodes_request", callable_mp(this, &VisualShaderEditor::_copy_nodes));
  2183. graph->connect("paste_nodes_request", callable_mp(this, &VisualShaderEditor::_paste_nodes));
  2184. graph->connect("delete_nodes_request", callable_mp(this, &VisualShaderEditor::_delete_nodes));
  2185. graph->connect("gui_input", callable_mp(this, &VisualShaderEditor::_graph_gui_input));
  2186. graph->connect("connection_to_empty", callable_mp(this, &VisualShaderEditor::_connection_to_empty));
  2187. graph->connect("connection_from_empty", callable_mp(this, &VisualShaderEditor::_connection_from_empty));
  2188. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR);
  2189. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  2190. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR);
  2191. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_BOOLEAN);
  2192. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  2193. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR);
  2194. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR);
  2195. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_BOOLEAN);
  2196. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_SCALAR);
  2197. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  2198. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_VECTOR);
  2199. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_BOOLEAN);
  2200. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR);
  2201. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  2202. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR);
  2203. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_BOOLEAN);
  2204. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShaderNode::PORT_TYPE_TRANSFORM);
  2205. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SAMPLER, VisualShaderNode::PORT_TYPE_SAMPLER);
  2206. VSeparator *vs = memnew(VSeparator);
  2207. graph->get_zoom_hbox()->add_child(vs);
  2208. graph->get_zoom_hbox()->move_child(vs, 0);
  2209. edit_type_standart = memnew(OptionButton);
  2210. edit_type_standart->add_item(TTR("Vertex"));
  2211. edit_type_standart->add_item(TTR("Fragment"));
  2212. edit_type_standart->add_item(TTR("Light"));
  2213. edit_type_standart->select(1);
  2214. edit_type_standart->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  2215. edit_type_particles = memnew(OptionButton);
  2216. edit_type_particles->add_item(TTR("Emit"));
  2217. edit_type_particles->add_item(TTR("Process"));
  2218. edit_type_particles->add_item(TTR("End"));
  2219. edit_type_particles->select(0);
  2220. edit_type_particles->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  2221. edit_type = edit_type_standart;
  2222. graph->get_zoom_hbox()->add_child(edit_type_particles);
  2223. graph->get_zoom_hbox()->move_child(edit_type_particles, 0);
  2224. graph->get_zoom_hbox()->add_child(edit_type_standart);
  2225. graph->get_zoom_hbox()->move_child(edit_type_standart, 0);
  2226. add_node = memnew(Button);
  2227. add_node->set_flat(true);
  2228. graph->get_zoom_hbox()->add_child(add_node);
  2229. add_node->set_text(TTR("Add Node..."));
  2230. graph->get_zoom_hbox()->move_child(add_node, 0);
  2231. add_node->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_members_dialog), varray(false));
  2232. preview_shader = memnew(Button);
  2233. preview_shader->set_flat(true);
  2234. preview_shader->set_toggle_mode(true);
  2235. preview_shader->set_tooltip(TTR("Show resulted shader code."));
  2236. graph->get_zoom_hbox()->add_child(preview_shader);
  2237. preview_shader->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_preview_text));
  2238. ///////////////////////////////////////
  2239. // PREVIEW PANEL
  2240. ///////////////////////////////////////
  2241. preview_vbox = memnew(VBoxContainer);
  2242. preview_vbox->set_visible(preview_showed);
  2243. main_box->add_child(preview_vbox);
  2244. preview_text = memnew(CodeEdit);
  2245. syntax_highlighter.instance();
  2246. preview_vbox->add_child(preview_text);
  2247. preview_text->set_h_size_flags(SIZE_EXPAND_FILL);
  2248. preview_text->set_v_size_flags(SIZE_EXPAND_FILL);
  2249. preview_text->set_custom_minimum_size(Size2(400 * EDSCALE, 0));
  2250. preview_text->set_syntax_highlighter(syntax_highlighter);
  2251. preview_text->set_draw_line_numbers(true);
  2252. preview_text->set_readonly(true);
  2253. error_text = memnew(Label);
  2254. preview_vbox->add_child(error_text);
  2255. error_text->set_visible(false);
  2256. ///////////////////////////////////////
  2257. // POPUP MENU
  2258. ///////////////////////////////////////
  2259. popup_menu = memnew(PopupMenu);
  2260. add_child(popup_menu);
  2261. popup_menu->add_item("Add Node", NodeMenuOptions::ADD);
  2262. popup_menu->add_separator();
  2263. popup_menu->add_item("Copy", NodeMenuOptions::COPY);
  2264. popup_menu->add_item("Paste", NodeMenuOptions::PASTE);
  2265. popup_menu->add_item("Delete", NodeMenuOptions::DELETE);
  2266. popup_menu->add_item("Duplicate", NodeMenuOptions::DUPLICATE);
  2267. popup_menu->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_node_menu_id_pressed));
  2268. ///////////////////////////////////////
  2269. // SHADER NODES TREE
  2270. ///////////////////////////////////////
  2271. VBoxContainer *members_vb = memnew(VBoxContainer);
  2272. members_vb->set_v_size_flags(SIZE_EXPAND_FILL);
  2273. HBoxContainer *filter_hb = memnew(HBoxContainer);
  2274. members_vb->add_child(filter_hb);
  2275. node_filter = memnew(LineEdit);
  2276. filter_hb->add_child(node_filter);
  2277. node_filter->connect("text_changed", callable_mp(this, &VisualShaderEditor::_member_filter_changed));
  2278. node_filter->connect("gui_input", callable_mp(this, &VisualShaderEditor::_sbox_input));
  2279. node_filter->set_h_size_flags(SIZE_EXPAND_FILL);
  2280. node_filter->set_placeholder(TTR("Search"));
  2281. tools = memnew(MenuButton);
  2282. filter_hb->add_child(tools);
  2283. tools->set_tooltip(TTR("Options"));
  2284. tools->get_popup()->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_tools_menu_option));
  2285. tools->get_popup()->add_item(TTR("Expand All"), EXPAND_ALL);
  2286. tools->get_popup()->add_item(TTR("Collapse All"), COLLAPSE_ALL);
  2287. members = memnew(Tree);
  2288. members_vb->add_child(members);
  2289. members->set_drag_forwarding(this);
  2290. members->set_h_size_flags(SIZE_EXPAND_FILL);
  2291. members->set_v_size_flags(SIZE_EXPAND_FILL);
  2292. members->set_hide_root(true);
  2293. members->set_allow_reselect(true);
  2294. members->set_hide_folding(false);
  2295. members->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
  2296. members->connect("item_activated", callable_mp(this, &VisualShaderEditor::_member_create));
  2297. members->connect("item_selected", callable_mp(this, &VisualShaderEditor::_member_selected));
  2298. members->connect("nothing_selected", callable_mp(this, &VisualShaderEditor::_member_unselected));
  2299. HBoxContainer *desc_hbox = memnew(HBoxContainer);
  2300. members_vb->add_child(desc_hbox);
  2301. Label *desc_label = memnew(Label);
  2302. desc_hbox->add_child(desc_label);
  2303. desc_label->set_text(TTR("Description:"));
  2304. desc_hbox->add_spacer();
  2305. highend_label = memnew(Label);
  2306. desc_hbox->add_child(highend_label);
  2307. highend_label->set_visible(false);
  2308. highend_label->set_text("Vulkan");
  2309. highend_label->set_mouse_filter(Control::MOUSE_FILTER_STOP);
  2310. highend_label->set_tooltip(TTR("High-end node"));
  2311. node_desc = memnew(RichTextLabel);
  2312. members_vb->add_child(node_desc);
  2313. node_desc->set_h_size_flags(SIZE_EXPAND_FILL);
  2314. node_desc->set_v_size_flags(SIZE_FILL);
  2315. node_desc->set_custom_minimum_size(Size2(0, 70 * EDSCALE));
  2316. members_dialog = memnew(ConfirmationDialog);
  2317. members_dialog->set_title(TTR("Create Shader Node"));
  2318. members_dialog->set_exclusive(false);
  2319. members_dialog->add_child(members_vb);
  2320. members_dialog->get_ok()->set_text(TTR("Create"));
  2321. members_dialog->get_ok()->connect("pressed", callable_mp(this, &VisualShaderEditor::_member_create));
  2322. members_dialog->get_ok()->set_disabled(true);
  2323. members_dialog->connect("cancelled", callable_mp(this, &VisualShaderEditor::_member_cancel));
  2324. add_child(members_dialog);
  2325. alert = memnew(AcceptDialog);
  2326. alert->get_label()->set_autowrap(true);
  2327. alert->get_label()->set_align(Label::ALIGN_CENTER);
  2328. alert->get_label()->set_valign(Label::VALIGN_CENTER);
  2329. alert->get_label()->set_custom_minimum_size(Size2(400, 60) * EDSCALE);
  2330. add_child(alert);
  2331. ///////////////////////////////////////
  2332. // SHADER NODES TREE OPTIONS
  2333. ///////////////////////////////////////
  2334. // COLOR
  2335. add_options.push_back(AddOption("ColorFunc", "Color", "Common", "VisualShaderNodeColorFunc", TTR("Color function."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  2336. add_options.push_back(AddOption("ColorOp", "Color", "Common", "VisualShaderNodeColorOp", TTR("Color operator."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  2337. add_options.push_back(AddOption("Grayscale", "Color", "Functions", "VisualShaderNodeColorFunc", TTR("Grayscale function."), VisualShaderNodeColorFunc::FUNC_GRAYSCALE, VisualShaderNode::PORT_TYPE_VECTOR));
  2338. add_options.push_back(AddOption("HSV2RGB", "Color", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts HSV vector to RGB equivalent."), VisualShaderNodeVectorFunc::FUNC_HSV2RGB, VisualShaderNode::PORT_TYPE_VECTOR));
  2339. add_options.push_back(AddOption("RGB2HSV", "Color", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts RGB vector to HSV equivalent."), VisualShaderNodeVectorFunc::FUNC_RGB2HSV, VisualShaderNode::PORT_TYPE_VECTOR));
  2340. add_options.push_back(AddOption("Sepia", "Color", "Functions", "VisualShaderNodeColorFunc", TTR("Sepia function."), VisualShaderNodeColorFunc::FUNC_SEPIA, VisualShaderNode::PORT_TYPE_VECTOR));
  2341. add_options.push_back(AddOption("Burn", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Burn operator."), VisualShaderNodeColorOp::OP_BURN, VisualShaderNode::PORT_TYPE_VECTOR));
  2342. add_options.push_back(AddOption("Darken", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Darken operator."), VisualShaderNodeColorOp::OP_DARKEN, VisualShaderNode::PORT_TYPE_VECTOR));
  2343. add_options.push_back(AddOption("Difference", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Difference operator."), VisualShaderNodeColorOp::OP_DIFFERENCE, VisualShaderNode::PORT_TYPE_VECTOR));
  2344. add_options.push_back(AddOption("Dodge", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Dodge operator."), VisualShaderNodeColorOp::OP_DODGE, VisualShaderNode::PORT_TYPE_VECTOR));
  2345. add_options.push_back(AddOption("HardLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("HardLight operator."), VisualShaderNodeColorOp::OP_HARD_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR));
  2346. add_options.push_back(AddOption("Lighten", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Lighten operator."), VisualShaderNodeColorOp::OP_LIGHTEN, VisualShaderNode::PORT_TYPE_VECTOR));
  2347. add_options.push_back(AddOption("Overlay", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Overlay operator."), VisualShaderNodeColorOp::OP_OVERLAY, VisualShaderNode::PORT_TYPE_VECTOR));
  2348. add_options.push_back(AddOption("Screen", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Screen operator."), VisualShaderNodeColorOp::OP_SCREEN, VisualShaderNode::PORT_TYPE_VECTOR));
  2349. add_options.push_back(AddOption("SoftLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("SoftLight operator."), VisualShaderNodeColorOp::OP_SOFT_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR));
  2350. add_options.push_back(AddOption("ColorConstant", "Color", "Variables", "VisualShaderNodeColorConstant", TTR("Color constant."), -1, -1));
  2351. add_options.push_back(AddOption("ColorUniform", "Color", "Variables", "VisualShaderNodeColorUniform", TTR("Color uniform."), -1, -1));
  2352. // CONDITIONAL
  2353. const String &compare_func_desc = TTR("Returns the boolean result of the %s comparison between two parameters.");
  2354. add_options.push_back(AddOption("Equal", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Equal (==)")), VisualShaderNodeCompare::FUNC_EQUAL, VisualShaderNode::PORT_TYPE_BOOLEAN));
  2355. add_options.push_back(AddOption("GreaterThan", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Greater Than (>)")), VisualShaderNodeCompare::FUNC_GREATER_THAN, VisualShaderNode::PORT_TYPE_BOOLEAN));
  2356. 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));
  2357. add_options.push_back(AddOption("If", "Conditional", "Functions", "VisualShaderNodeIf", TTR("Returns an associated vector if the provided scalars are equal, greater or less."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  2358. 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));
  2359. 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));
  2360. add_options.push_back(AddOption("LessThan", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Less Than (<)")), VisualShaderNodeCompare::FUNC_LESS_THAN, VisualShaderNode::PORT_TYPE_BOOLEAN));
  2361. 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));
  2362. add_options.push_back(AddOption("NotEqual", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Not Equal (!=)")), VisualShaderNodeCompare::FUNC_NOT_EQUAL, VisualShaderNode::PORT_TYPE_BOOLEAN));
  2363. add_options.push_back(AddOption("Switch", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated vector if the provided boolean value is true or false."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  2364. add_options.push_back(AddOption("SwitchS", "Conditional", "Functions", "VisualShaderNodeScalarSwitch", TTR("Returns an associated scalar if the provided boolean value is true or false."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  2365. add_options.push_back(AddOption("Compare", "Conditional", "Common", "VisualShaderNodeCompare", TTR("Returns the boolean result of the comparison between two parameters."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN));
  2366. 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."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN));
  2367. add_options.push_back(AddOption("BooleanConstant", "Conditional", "Variables", "VisualShaderNodeBooleanConstant", TTR("Boolean constant."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN));
  2368. add_options.push_back(AddOption("BooleanUniform", "Conditional", "Variables", "VisualShaderNodeBooleanUniform", TTR("Boolean uniform."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN));
  2369. // INPUT
  2370. // SPATIAL-FOR-ALL
  2371. const String input_param_shader_modes = TTR("'%s' input parameter for all shader modes.");
  2372. add_options.push_back(AddOption("Camera", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "camera"), "camera", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  2373. add_options.push_back(AddOption("InvCamera", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_camera"), "inv_camera", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  2374. add_options.push_back(AddOption("InvProjection", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_projection"), "inv_projection", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  2375. add_options.push_back(AddOption("Normal", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "normal"), "normal", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_SPATIAL));
  2376. add_options.push_back(AddOption("OutputIsSRGB", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "output_is_srgb"), "output_is_srgb", VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_SPATIAL));
  2377. add_options.push_back(AddOption("Projection", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "camera"), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  2378. add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_SPATIAL));
  2379. add_options.push_back(AddOption("ViewportSize", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "viewport_size"), "viewport_size", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_SPATIAL));
  2380. add_options.push_back(AddOption("World", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "world"), "world", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  2381. // CANVASITEM-FOR-ALL
  2382. add_options.push_back(AddOption("Alpha", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM));
  2383. add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_CANVAS_ITEM));
  2384. add_options.push_back(AddOption("TexturePixelSize", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "texture_pixel_size"), "texture_pixel_size", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_CANVAS_ITEM));
  2385. add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM));
  2386. add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv"), "uv", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_CANVAS_ITEM));
  2387. /////////////////
  2388. add_options.push_back(AddOption("Input", "Input", "Common", "VisualShaderNodeInput", TTR("Input parameter.")));
  2389. // SPATIAL INPUTS
  2390. const String input_param_for_vertex_and_fragment_shader_modes = TTR("'%s' input parameter for vertex and fragment shader modes.");
  2391. const String input_param_for_fragment_and_light_shader_modes = TTR("'%s' input parameter for fragment and light shader modes.");
  2392. const String input_param_for_fragment_shader_mode = TTR("'%s' input parameter for fragment shader mode.");
  2393. const String input_param_for_light_shader_mode = TTR("'%s' input parameter for light shader mode.");
  2394. const String input_param_for_vertex_shader_mode = TTR("'%s' input parameter for vertex shader mode.");
  2395. const String input_param_for_emit_shader_mode = TTR("'%s' input parameter for emit shader mode.");
  2396. const String input_param_for_process_shader_mode = TTR("'%s' input parameter for process shader mode.");
  2397. const String input_param_for_end_shader_mode = TTR("'%s' input parameter for end shader mode.");
  2398. const String input_param_for_emit_and_process_shader_mode = TTR("'%s' input parameter for emit and process shader mode.");
  2399. const String input_param_for_vertex_and_fragment_shader_mode = TTR("'%s' input parameter for vertex and fragment shader mode.");
  2400. add_options.push_back(AddOption("Alpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  2401. add_options.push_back(AddOption("Binormal", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal"), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  2402. add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  2403. add_options.push_back(AddOption("DepthTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "depth_texture"), "depth_texture", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  2404. add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  2405. add_options.push_back(AddOption("FrontFacing", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "front_facing"), "front_facing", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  2406. add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "point_coord"), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  2407. add_options.push_back(AddOption("ScreenTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture"), "screen_texture", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  2408. add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  2409. add_options.push_back(AddOption("Side", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "side"), "side", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  2410. add_options.push_back(AddOption("Tangent", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "tangent"), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  2411. add_options.push_back(AddOption("UV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv"), "uv", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  2412. add_options.push_back(AddOption("UV2", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv2"), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  2413. add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  2414. add_options.push_back(AddOption("View", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view"), "view", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  2415. add_options.push_back(AddOption("Albedo", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "albedo"), "albedo", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  2416. add_options.push_back(AddOption("Attenuation", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "attenuation"), "attenuation", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  2417. add_options.push_back(AddOption("Diffuse", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "diffuse"), "diffuse", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  2418. add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  2419. add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light"), "light", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  2420. add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color"), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  2421. add_options.push_back(AddOption("Roughness", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "roughness"), "roughness", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  2422. add_options.push_back(AddOption("Specular", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "specular"), "specular", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  2423. add_options.push_back(AddOption("Transmission", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "transmission"), "transmission", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  2424. add_options.push_back(AddOption("View", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view"), "view", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  2425. add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  2426. add_options.push_back(AddOption("Binormal", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal"), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  2427. add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  2428. add_options.push_back(AddOption("ModelView", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "modelview"), "modelview", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  2429. add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  2430. add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "tangent"), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  2431. add_options.push_back(AddOption("UV", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv"), "uv", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  2432. add_options.push_back(AddOption("UV2", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv2"), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  2433. add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  2434. // CANVASITEM INPUTS
  2435. add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  2436. add_options.push_back(AddOption("LightPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "light_pass"), "light_pass", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  2437. add_options.push_back(AddOption("NormalTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "normal_texture"), "normal_texture", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  2438. add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord"), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  2439. add_options.push_back(AddOption("ScreenPixelSize", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_pixel_size"), "screen_pixel_size", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  2440. add_options.push_back(AddOption("ScreenTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture"), "screen_texture", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  2441. add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  2442. add_options.push_back(AddOption("Texture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture"), "texture", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  2443. add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  2444. add_options.push_back(AddOption("LightAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_alpha"), "light_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  2445. add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color"), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  2446. add_options.push_back(AddOption("LightHeight", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_height"), "light_height", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  2447. add_options.push_back(AddOption("LightUV", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_uv"), "light_uv", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  2448. add_options.push_back(AddOption("LightVector", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_vec"), "light_vec", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  2449. add_options.push_back(AddOption("Normal", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "normal"), "normal", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  2450. add_options.push_back(AddOption("PointCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord"), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  2451. add_options.push_back(AddOption("ScreenUV", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  2452. add_options.push_back(AddOption("ShadowAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow_alpha"), "shadow_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  2453. add_options.push_back(AddOption("ShadowColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow_color"), "shadow_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  2454. add_options.push_back(AddOption("ShadowVec", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow_vec"), "shadow_vec", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  2455. add_options.push_back(AddOption("Texture", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture"), "texture", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  2456. add_options.push_back(AddOption("Extra", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "extra"), "extra", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  2457. add_options.push_back(AddOption("LightPass", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "light_pass"), "light_pass", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  2458. add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  2459. add_options.push_back(AddOption("Projection", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "projection"), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  2460. add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  2461. add_options.push_back(AddOption("World", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "world"), "world", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  2462. // PARTICLES INPUTS
  2463. add_options.push_back(AddOption("Active", "Input", "Emit", "VisualShaderNodeInput", vformat(input_param_shader_modes, "active"), "active", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  2464. add_options.push_back(AddOption("Alpha", "Input", "Emit", "VisualShaderNodeInput", vformat(input_param_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  2465. add_options.push_back(AddOption("Color", "Input", "Emit", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  2466. add_options.push_back(AddOption("Custom", "Input", "Emit", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom"), "custom", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  2467. add_options.push_back(AddOption("CustomAlpha", "Input", "Emit", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom_alpha"), "custom_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  2468. add_options.push_back(AddOption("Delta", "Input", "Emit", "VisualShaderNodeInput", vformat(input_param_shader_modes, "delta"), "delta", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  2469. add_options.push_back(AddOption("EmissionTransform", "Input", "Emit", "VisualShaderNodeInput", vformat(input_param_shader_modes, "emission_transform"), "emission_transform", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  2470. add_options.push_back(AddOption("Index", "Input", "Emit", "VisualShaderNodeInput", vformat(input_param_shader_modes, "index"), "index", VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  2471. add_options.push_back(AddOption("LifeTime", "Input", "Emit", "VisualShaderNodeInput", vformat(input_param_shader_modes, "lifetime"), "lifetime", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  2472. add_options.push_back(AddOption("Restart", "Input", "Emit", "VisualShaderNodeInput", vformat(input_param_shader_modes, "restart"), "restart", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  2473. add_options.push_back(AddOption("Time", "Input", "Emit", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  2474. add_options.push_back(AddOption("Transform", "Input", "Emit", "VisualShaderNodeInput", vformat(input_param_shader_modes, "transform"), "transform", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  2475. add_options.push_back(AddOption("Velocity", "Input", "Emit", "VisualShaderNodeInput", vformat(input_param_shader_modes, "velocity"), "velocity", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  2476. add_options.push_back(AddOption("Active", "Input", "Process", "VisualShaderNodeInput", vformat(input_param_shader_modes, "active"), "active", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
  2477. add_options.push_back(AddOption("Alpha", "Input", "Process", "VisualShaderNodeInput", vformat(input_param_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
  2478. add_options.push_back(AddOption("Color", "Input", "Process", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
  2479. add_options.push_back(AddOption("Custom", "Input", "Process", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom"), "custom", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
  2480. add_options.push_back(AddOption("CustomAlpha", "Input", "Process", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom_alpha"), "custom_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
  2481. add_options.push_back(AddOption("Delta", "Input", "Process", "VisualShaderNodeInput", vformat(input_param_shader_modes, "delta"), "delta", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
  2482. add_options.push_back(AddOption("EmissionTransform", "Input", "Process", "VisualShaderNodeInput", vformat(input_param_shader_modes, "emission_transform"), "emission_transform", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
  2483. add_options.push_back(AddOption("Index", "Input", "Process", "VisualShaderNodeInput", vformat(input_param_shader_modes, "index"), "index", VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
  2484. add_options.push_back(AddOption("LifeTime", "Input", "Process", "VisualShaderNodeInput", vformat(input_param_shader_modes, "lifetime"), "lifetime", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
  2485. add_options.push_back(AddOption("Restart", "Input", "Process", "VisualShaderNodeInput", vformat(input_param_shader_modes, "restart"), "restart", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
  2486. add_options.push_back(AddOption("Time", "Input", "Process", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
  2487. add_options.push_back(AddOption("Transform", "Input", "Process", "VisualShaderNodeInput", vformat(input_param_shader_modes, "transform"), "transform", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
  2488. add_options.push_back(AddOption("Velocity", "Input", "Process", "VisualShaderNodeInput", vformat(input_param_shader_modes, "velocity"), "velocity", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
  2489. add_options.push_back(AddOption("Active", "Input", "End", "VisualShaderNodeInput", vformat(input_param_shader_modes, "active"), "active", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_END, Shader::MODE_PARTICLES));
  2490. add_options.push_back(AddOption("Alpha", "Input", "End", "VisualShaderNodeInput", vformat(input_param_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_END, Shader::MODE_PARTICLES));
  2491. add_options.push_back(AddOption("Color", "Input", "End", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_END, Shader::MODE_PARTICLES));
  2492. add_options.push_back(AddOption("Custom", "Input", "End", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom"), "custom", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_END, Shader::MODE_PARTICLES));
  2493. add_options.push_back(AddOption("CustomAlpha", "Input", "End", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom_alpha"), "custom_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_END, Shader::MODE_PARTICLES));
  2494. add_options.push_back(AddOption("Delta", "Input", "End", "VisualShaderNodeInput", vformat(input_param_shader_modes, "delta"), "delta", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_END, Shader::MODE_PARTICLES));
  2495. add_options.push_back(AddOption("EmissionTransform", "Input", "End", "VisualShaderNodeInput", vformat(input_param_shader_modes, "emission_transform"), "emission_transform", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_END, Shader::MODE_PARTICLES));
  2496. add_options.push_back(AddOption("Index", "Input", "End", "VisualShaderNodeInput", vformat(input_param_shader_modes, "index"), "index", VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_END, Shader::MODE_PARTICLES));
  2497. add_options.push_back(AddOption("LifeTime", "Input", "End", "VisualShaderNodeInput", vformat(input_param_shader_modes, "lifetime"), "lifetime", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_END, Shader::MODE_PARTICLES));
  2498. add_options.push_back(AddOption("Restart", "Input", "End", "VisualShaderNodeInput", vformat(input_param_shader_modes, "restart"), "restart", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_END, Shader::MODE_PARTICLES));
  2499. add_options.push_back(AddOption("Time", "Input", "End", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_END, Shader::MODE_PARTICLES));
  2500. add_options.push_back(AddOption("Transform", "Input", "End", "VisualShaderNodeInput", vformat(input_param_shader_modes, "transform"), "transform", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_END, Shader::MODE_PARTICLES));
  2501. add_options.push_back(AddOption("Velocity", "Input", "End", "VisualShaderNodeInput", vformat(input_param_shader_modes, "velocity"), "velocity", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_END, Shader::MODE_PARTICLES));
  2502. // SKY INPUTS
  2503. add_options.push_back(AddOption("AtCubeMapPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "at_cubemap_pass"), "at_cubemap_pass", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2504. add_options.push_back(AddOption("AtHalfResPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "at_half_res_pass"), "at_half_res_pass", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2505. add_options.push_back(AddOption("AtQuarterResPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "at_quarter_res_pass"), "at_quarter_res_pass", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2506. add_options.push_back(AddOption("EyeDir", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "eyedir"), "eyedir", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2507. add_options.push_back(AddOption("HalfResColor", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "half_res_color"), "half_res_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2508. add_options.push_back(AddOption("HalfResAlpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "half_res_alpha"), "half_res_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2509. add_options.push_back(AddOption("Light0Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light0_color"), "light0_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2510. add_options.push_back(AddOption("Light0Direction", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light0_direction"), "light0_direction", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2511. add_options.push_back(AddOption("Light0Enabled", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light0_enabled"), "light0_enabled", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2512. add_options.push_back(AddOption("Light0Energy", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light0_energy"), "light0_energy", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2513. add_options.push_back(AddOption("Light1Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light1_color"), "light1_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2514. add_options.push_back(AddOption("Light1Direction", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light1_direction"), "light1_direction", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2515. add_options.push_back(AddOption("Light1Enabled", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light1_enabled"), "light1_enabled", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2516. add_options.push_back(AddOption("Light1Energy", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light1_energy"), "light1_energy", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2517. add_options.push_back(AddOption("Light2Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light2_color"), "light2_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2518. add_options.push_back(AddOption("Light2Direction", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light2_direction"), "light2_direction", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2519. add_options.push_back(AddOption("Light2Enabled", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light2_enabled"), "light2_enabled", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2520. add_options.push_back(AddOption("Light2Energy", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light2_energy"), "light2_energy", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2521. add_options.push_back(AddOption("Light3Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light3_color"), "light3_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2522. add_options.push_back(AddOption("Light3Direction", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light3_direction"), "light3_direction", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2523. add_options.push_back(AddOption("Light3Enabled", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light3_enabled"), "light3_enabled", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2524. add_options.push_back(AddOption("Light3Energy", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light3_energy"), "light3_energy", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2525. add_options.push_back(AddOption("Position", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "position"), "position", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2526. add_options.push_back(AddOption("QuarterResColor", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "quarter_res_color"), "quarter_res_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2527. add_options.push_back(AddOption("QuarterResAlpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "quarter_res_alpha"), "quarter_res_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2528. add_options.push_back(AddOption("Radiance", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "radiance"), "radiance", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2529. add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2530. add_options.push_back(AddOption("SkyCoords", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "sky_coords"), "sky_coords", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2531. add_options.push_back(AddOption("Time", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
  2532. // SCALAR
  2533. add_options.push_back(AddOption("FloatFunc", "Scalar", "Common", "VisualShaderNodeFloatFunc", TTR("Float function."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  2534. add_options.push_back(AddOption("IntFunc", "Scalar", "Common", "VisualShaderNodeIntFunc", TTR("Integer function."), -1, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  2535. add_options.push_back(AddOption("FloatOp", "Scalar", "Common", "VisualShaderNodeFloatOp", TTR("Float operator."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  2536. add_options.push_back(AddOption("IntOp", "Scalar", "Common", "VisualShaderNodeIntOp", TTR("Integer operator."), -1, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  2537. //CONSTANTS
  2538. add_options.push_back(AddOption("E", "Scalar", "Constants", "VisualShaderNodeFloatConstant", TTR("E constant (2.718282). Represents the base of the natural logarithm."), -1, VisualShaderNode::PORT_TYPE_SCALAR, -1, -1, Math_E));
  2539. add_options.push_back(AddOption("Epsilon", "Scalar", "Constants", "VisualShaderNodeFloatConstant", TTR("Epsilon constant (0.00001). Smallest possible scalar number."), -1, VisualShaderNode::PORT_TYPE_SCALAR, -1, -1, CMP_EPSILON));
  2540. add_options.push_back(AddOption("Phi", "Scalar", "Constants", "VisualShaderNodeFloatConstant", TTR("Phi constant (1.618034). Golden ratio."), -1, VisualShaderNode::PORT_TYPE_SCALAR, -1, -1, 1.618034f));
  2541. add_options.push_back(AddOption("Pi/4", "Scalar", "Constants", "VisualShaderNodeFloatConstant", TTR("Pi/4 constant (0.785398) or 45 degrees."), -1, VisualShaderNode::PORT_TYPE_SCALAR, -1, -1, Math_PI / 4));
  2542. add_options.push_back(AddOption("Pi/2", "Scalar", "Constants", "VisualShaderNodeFloatConstant", TTR("Pi/2 constant (1.570796) or 90 degrees."), -1, VisualShaderNode::PORT_TYPE_SCALAR, -1, -1, Math_PI / 2));
  2543. add_options.push_back(AddOption("Pi", "Scalar", "Constants", "VisualShaderNodeFloatConstant", TTR("Pi constant (3.141593) or 180 degrees."), -1, VisualShaderNode::PORT_TYPE_SCALAR, -1, -1, Math_PI));
  2544. add_options.push_back(AddOption("Tau", "Scalar", "Constants", "VisualShaderNodeFloatConstant", TTR("Tau constant (6.283185) or 360 degrees."), -1, VisualShaderNode::PORT_TYPE_SCALAR, -1, -1, Math_TAU));
  2545. add_options.push_back(AddOption("Sqrt2", "Scalar", "Constants", "VisualShaderNodeFloatConstant", TTR("Sqrt2 constant (1.414214). Square root of 2."), -1, VisualShaderNode::PORT_TYPE_SCALAR, -1, -1, Math_SQRT2));
  2546. // FUNCTIONS
  2547. add_options.push_back(AddOption("Abs", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the absolute value of the parameter."), VisualShaderNodeFloatFunc::FUNC_ABS, VisualShaderNode::PORT_TYPE_SCALAR));
  2548. 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));
  2549. add_options.push_back(AddOption("ACos", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-cosine of the parameter."), VisualShaderNodeFloatFunc::FUNC_ACOS, VisualShaderNode::PORT_TYPE_SCALAR));
  2550. 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));
  2551. add_options.push_back(AddOption("ASin", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-sine of the parameter."), VisualShaderNodeFloatFunc::FUNC_ASIN, VisualShaderNode::PORT_TYPE_SCALAR));
  2552. 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));
  2553. add_options.push_back(AddOption("ATan", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-tangent of the parameter."), VisualShaderNodeFloatFunc::FUNC_ATAN, VisualShaderNode::PORT_TYPE_SCALAR));
  2554. add_options.push_back(AddOption("ATan2", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the arc-tangent of the parameters."), VisualShaderNodeFloatOp::OP_ATAN2, VisualShaderNode::PORT_TYPE_SCALAR));
  2555. 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));
  2556. 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));
  2557. add_options.push_back(AddOption("Clamp", "Scalar", "Functions", "VisualShaderNodeScalarClamp", TTR("Constrains a value to lie between two further values."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  2558. add_options.push_back(AddOption("Clamp", "Scalar", "Functions", "VisualShaderNodeIntFunc", TTR("Constrains a value to lie between two further values."), VisualShaderNodeIntFunc::FUNC_CLAMP, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  2559. add_options.push_back(AddOption("Cos", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the cosine of the parameter."), VisualShaderNodeFloatFunc::FUNC_COS, VisualShaderNode::PORT_TYPE_SCALAR));
  2560. add_options.push_back(AddOption("CosH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic cosine of the parameter."), VisualShaderNodeFloatFunc::FUNC_COSH, VisualShaderNode::PORT_TYPE_SCALAR));
  2561. add_options.push_back(AddOption("Degrees", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in radians to degrees."), VisualShaderNodeFloatFunc::FUNC_DEGREES, VisualShaderNode::PORT_TYPE_SCALAR));
  2562. add_options.push_back(AddOption("Exp", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-e Exponential."), VisualShaderNodeFloatFunc::FUNC_EXP, VisualShaderNode::PORT_TYPE_SCALAR));
  2563. add_options.push_back(AddOption("Exp2", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 Exponential."), VisualShaderNodeFloatFunc::FUNC_EXP2, VisualShaderNode::PORT_TYPE_SCALAR));
  2564. 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));
  2565. add_options.push_back(AddOption("Fract", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Computes the fractional part of the argument."), VisualShaderNodeFloatFunc::FUNC_FRAC, VisualShaderNode::PORT_TYPE_SCALAR));
  2566. 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));
  2567. add_options.push_back(AddOption("Log", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Natural logarithm."), VisualShaderNodeFloatFunc::FUNC_LOG, VisualShaderNode::PORT_TYPE_SCALAR));
  2568. add_options.push_back(AddOption("Log2", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 logarithm."), VisualShaderNodeFloatFunc::FUNC_LOG2, VisualShaderNode::PORT_TYPE_SCALAR));
  2569. add_options.push_back(AddOption("Max", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the greater of two values."), VisualShaderNodeFloatOp::OP_MAX, VisualShaderNode::PORT_TYPE_SCALAR));
  2570. add_options.push_back(AddOption("Min", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the lesser of two values."), VisualShaderNodeFloatOp::OP_MIN, VisualShaderNode::PORT_TYPE_SCALAR));
  2571. add_options.push_back(AddOption("Mix", "Scalar", "Functions", "VisualShaderNodeScalarInterp", TTR("Linear interpolation between two scalars."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  2572. add_options.push_back(AddOption("MultiplyAdd", "Scalar", "Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on scalars."), VisualShaderNodeMultiplyAdd::TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR));
  2573. add_options.push_back(AddOption("Negate", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the opposite value of the parameter."), VisualShaderNodeFloatFunc::FUNC_NEGATE, VisualShaderNode::PORT_TYPE_SCALAR));
  2574. add_options.push_back(AddOption("Negate", "Scalar", "Functions", "VisualShaderNodeIntFunc", TTR("Returns the opposite value of the parameter."), VisualShaderNodeIntFunc::FUNC_NEGATE, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  2575. add_options.push_back(AddOption("OneMinus", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("1.0 - scalar"), VisualShaderNodeFloatFunc::FUNC_ONEMINUS, VisualShaderNode::PORT_TYPE_SCALAR));
  2576. 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));
  2577. add_options.push_back(AddOption("Radians", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in degrees to radians."), VisualShaderNodeFloatFunc::FUNC_RADIANS, VisualShaderNode::PORT_TYPE_SCALAR));
  2578. add_options.push_back(AddOption("Reciprocal", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("1.0 / scalar"), VisualShaderNodeFloatFunc::FUNC_RECIPROCAL, VisualShaderNode::PORT_TYPE_SCALAR));
  2579. add_options.push_back(AddOption("Round", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer to the parameter."), VisualShaderNodeFloatFunc::FUNC_ROUND, VisualShaderNode::PORT_TYPE_SCALAR));
  2580. 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));
  2581. 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));
  2582. add_options.push_back(AddOption("Sign", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Extracts the sign of the parameter."), VisualShaderNodeFloatFunc::FUNC_SIGN, VisualShaderNode::PORT_TYPE_SCALAR));
  2583. add_options.push_back(AddOption("Sign", "Scalar", "Functions", "VisualShaderNodeIntFunc", TTR("Extracts the sign of the parameter."), VisualShaderNodeIntFunc::FUNC_SIGN, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  2584. add_options.push_back(AddOption("Sin", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the sine of the parameter."), VisualShaderNodeFloatFunc::FUNC_SIN, VisualShaderNode::PORT_TYPE_SCALAR));
  2585. add_options.push_back(AddOption("SinH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic sine of the parameter."), VisualShaderNodeFloatFunc::FUNC_SINH, VisualShaderNode::PORT_TYPE_SCALAR));
  2586. add_options.push_back(AddOption("Sqrt", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the square root of the parameter."), VisualShaderNodeFloatFunc::FUNC_SQRT, VisualShaderNode::PORT_TYPE_SCALAR));
  2587. add_options.push_back(AddOption("SmoothStep", "Scalar", "Functions", "VisualShaderNodeScalarSmoothStep", 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."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  2588. add_options.push_back(AddOption("Step", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Step function( scalar(edge), scalar(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), VisualShaderNodeFloatOp::OP_STEP, VisualShaderNode::PORT_TYPE_SCALAR));
  2589. add_options.push_back(AddOption("Tan", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the tangent of the parameter."), VisualShaderNodeFloatFunc::FUNC_TAN, VisualShaderNode::PORT_TYPE_SCALAR));
  2590. add_options.push_back(AddOption("TanH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic tangent of the parameter."), VisualShaderNodeFloatFunc::FUNC_TANH, VisualShaderNode::PORT_TYPE_SCALAR));
  2591. add_options.push_back(AddOption("Trunc", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the truncated value of the parameter."), VisualShaderNodeFloatFunc::FUNC_TRUNC, VisualShaderNode::PORT_TYPE_SCALAR));
  2592. add_options.push_back(AddOption("Add", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Sums two floating-point scalars."), VisualShaderNodeFloatOp::OP_ADD, VisualShaderNode::PORT_TYPE_SCALAR));
  2593. add_options.push_back(AddOption("Add", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Sums two integer scalars."), VisualShaderNodeIntOp::OP_ADD, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  2594. add_options.push_back(AddOption("Divide", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Divides two floating-point scalars."), VisualShaderNodeFloatOp::OP_DIV, VisualShaderNode::PORT_TYPE_SCALAR));
  2595. add_options.push_back(AddOption("Divide", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Divides two integer scalars."), VisualShaderNodeIntOp::OP_DIV, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  2596. add_options.push_back(AddOption("Multiply", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Multiplies two floating-point scalars."), VisualShaderNodeFloatOp::OP_MUL, VisualShaderNode::PORT_TYPE_SCALAR));
  2597. add_options.push_back(AddOption("Multiply", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Multiplies two integer scalars."), VisualShaderNodeIntOp::OP_MUL, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  2598. 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));
  2599. 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));
  2600. add_options.push_back(AddOption("Subtract", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Subtracts two floating-point scalars."), VisualShaderNodeFloatOp::OP_SUB, VisualShaderNode::PORT_TYPE_SCALAR));
  2601. add_options.push_back(AddOption("Subtract", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Subtracts two integer scalars."), VisualShaderNodeIntOp::OP_SUB, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  2602. add_options.push_back(AddOption("FloatConstant", "Scalar", "Variables", "VisualShaderNodeFloatConstant", TTR("Scalar floating-point constant."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  2603. add_options.push_back(AddOption("IntConstant", "Scalar", "Variables", "VisualShaderNodeIntConstant", TTR("Scalar integer constant."), -1, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  2604. add_options.push_back(AddOption("FloatUniform", "Scalar", "Variables", "VisualShaderNodeFloatUniform", TTR("Scalar floating-point uniform."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  2605. add_options.push_back(AddOption("IntUniform", "Scalar", "Variables", "VisualShaderNodeIntUniform", TTR("Scalar integer uniform."), -1, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  2606. // TEXTURES
  2607. add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup."), -1, -1));
  2608. texture_node_option_idx = add_options.size();
  2609. add_options.push_back(AddOption("Texture2D", "Textures", "Functions", "VisualShaderNodeTexture", TTR("Perform the 2D texture lookup."), -1, -1));
  2610. add_options.push_back(AddOption("Texture2DArray", "Textures", "Functions", "VisualShaderNodeTexture2DArray", TTR("Perform the 2D-array texture lookup."), -1, -1, -1, -1, -1));
  2611. add_options.push_back(AddOption("Texture3D", "Textures", "Functions", "VisualShaderNodeTexture3D", TTR("Perform the 3D texture lookup."), -1, -1));
  2612. add_options.push_back(AddOption("CubeMapUniform", "Textures", "Variables", "VisualShaderNodeCubemapUniform", TTR("Cubic texture uniform lookup."), -1, -1));
  2613. add_options.push_back(AddOption("TextureUniform", "Textures", "Variables", "VisualShaderNodeTextureUniform", TTR("2D texture uniform lookup."), -1, -1));
  2614. add_options.push_back(AddOption("TextureUniformTriplanar", "Textures", "Variables", "VisualShaderNodeTextureUniformTriplanar", TTR("2D texture uniform lookup with triplanar."), -1, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  2615. add_options.push_back(AddOption("Texture2DArrayUniform", "Textures", "Variables", "VisualShaderNodeTexture2DArrayUniform", TTR("2D array of textures uniform lookup."), -1, -1, -1, -1, -1));
  2616. add_options.push_back(AddOption("Texture3DUniform", "Textures", "Variables", "VisualShaderNodeTexture3DUniform", TTR("3D texture uniform lookup."), -1, -1, -1, -1, -1));
  2617. // TRANSFORM
  2618. add_options.push_back(AddOption("TransformFunc", "Transform", "Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
  2619. 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'."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
  2620. add_options.push_back(AddOption("TransformCompose", "Transform", "Composition", "VisualShaderNodeTransformCompose", TTR("Composes transform from four vectors."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
  2621. add_options.push_back(AddOption("TransformDecompose", "Transform", "Composition", "VisualShaderNodeTransformDecompose", TTR("Decomposes transform to four vectors.")));
  2622. add_options.push_back(AddOption("Determinant", "Transform", "Functions", "VisualShaderNodeDeterminant", TTR("Calculates the determinant of a transform."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  2623. add_options.push_back(AddOption("Inverse", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the inverse of a transform."), VisualShaderNodeTransformFunc::FUNC_INVERSE, VisualShaderNode::PORT_TYPE_TRANSFORM));
  2624. add_options.push_back(AddOption("Transpose", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the transpose of a transform."), VisualShaderNodeTransformFunc::FUNC_TRANSPOSE, VisualShaderNode::PORT_TYPE_TRANSFORM));
  2625. add_options.push_back(AddOption("TransformMult", "Transform", "Operators", "VisualShaderNodeTransformMult", TTR("Multiplies transform by transform."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
  2626. add_options.push_back(AddOption("TransformVectorMult", "Transform", "Operators", "VisualShaderNodeTransformVecMult", TTR("Multiplies vector by transform."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  2627. add_options.push_back(AddOption("TransformConstant", "Transform", "Variables", "VisualShaderNodeTransformConstant", TTR("Transform constant."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
  2628. add_options.push_back(AddOption("TransformUniform", "Transform", "Variables", "VisualShaderNodeTransformUniform", TTR("Transform uniform."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
  2629. // VECTOR
  2630. add_options.push_back(AddOption("VectorFunc", "Vector", "Common", "VisualShaderNodeVectorFunc", TTR("Vector function."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  2631. add_options.push_back(AddOption("VectorOp", "Vector", "Common", "VisualShaderNodeVectorOp", TTR("Vector operator."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  2632. add_options.push_back(AddOption("VectorCompose", "Vector", "Composition", "VisualShaderNodeVectorCompose", TTR("Composes vector from three scalars."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  2633. add_options.push_back(AddOption("VectorDecompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes vector to three scalars.")));
  2634. add_options.push_back(AddOption("Abs", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNode::PORT_TYPE_VECTOR));
  2635. add_options.push_back(AddOption("ACos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ACOS, VisualShaderNode::PORT_TYPE_VECTOR));
  2636. add_options.push_back(AddOption("ACosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ACOSH, VisualShaderNode::PORT_TYPE_VECTOR));
  2637. add_options.push_back(AddOption("ASin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ASIN, VisualShaderNode::PORT_TYPE_VECTOR));
  2638. add_options.push_back(AddOption("ASinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ASINH, VisualShaderNode::PORT_TYPE_VECTOR));
  2639. add_options.push_back(AddOption("ATan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_ATAN, VisualShaderNode::PORT_TYPE_VECTOR));
  2640. add_options.push_back(AddOption("ATan2", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNode::PORT_TYPE_VECTOR));
  2641. add_options.push_back(AddOption("ATanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_ATANH, VisualShaderNode::PORT_TYPE_VECTOR));
  2642. add_options.push_back(AddOption("Ceil", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), VisualShaderNodeVectorFunc::FUNC_CEIL, VisualShaderNode::PORT_TYPE_VECTOR));
  2643. add_options.push_back(AddOption("Clamp", "Vector", "Functions", "VisualShaderNodeVectorClamp", TTR("Constrains a value to lie between two further values."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  2644. add_options.push_back(AddOption("Cos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNode::PORT_TYPE_VECTOR));
  2645. add_options.push_back(AddOption("CosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNode::PORT_TYPE_VECTOR));
  2646. add_options.push_back(AddOption("Cross", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Calculates the cross product of two vectors."), VisualShaderNodeVectorOp::OP_CROSS, VisualShaderNode::PORT_TYPE_VECTOR));
  2647. add_options.push_back(AddOption("Degrees", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in radians to degrees."), VisualShaderNodeVectorFunc::FUNC_DEGREES, VisualShaderNode::PORT_TYPE_VECTOR));
  2648. add_options.push_back(AddOption("Distance", "Vector", "Functions", "VisualShaderNodeVectorDistance", TTR("Returns the distance between two points."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  2649. add_options.push_back(AddOption("Dot", "Vector", "Functions", "VisualShaderNodeDotProduct", TTR("Calculates the dot product of two vectors."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  2650. add_options.push_back(AddOption("Exp", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-e Exponential."), VisualShaderNodeVectorFunc::FUNC_EXP, VisualShaderNode::PORT_TYPE_VECTOR));
  2651. add_options.push_back(AddOption("Exp2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 Exponential."), VisualShaderNodeVectorFunc::FUNC_EXP2, VisualShaderNode::PORT_TYPE_VECTOR));
  2652. 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."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  2653. add_options.push_back(AddOption("Floor", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer less than or equal to the parameter."), VisualShaderNodeVectorFunc::FUNC_FLOOR, VisualShaderNode::PORT_TYPE_VECTOR));
  2654. add_options.push_back(AddOption("Fract", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), VisualShaderNodeVectorFunc::FUNC_FRAC, VisualShaderNode::PORT_TYPE_VECTOR));
  2655. add_options.push_back(AddOption("InverseSqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse of the square root of the parameter."), VisualShaderNodeVectorFunc::FUNC_INVERSE_SQRT, VisualShaderNode::PORT_TYPE_VECTOR));
  2656. add_options.push_back(AddOption("Length", "Vector", "Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  2657. add_options.push_back(AddOption("Log", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Natural logarithm."), VisualShaderNodeVectorFunc::FUNC_LOG, VisualShaderNode::PORT_TYPE_VECTOR));
  2658. add_options.push_back(AddOption("Log2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNode::PORT_TYPE_VECTOR));
  2659. add_options.push_back(AddOption("Max", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), VisualShaderNodeVectorOp::OP_MAX, VisualShaderNode::PORT_TYPE_VECTOR));
  2660. add_options.push_back(AddOption("Min", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), VisualShaderNodeVectorOp::OP_MIN, VisualShaderNode::PORT_TYPE_VECTOR));
  2661. add_options.push_back(AddOption("Mix", "Vector", "Functions", "VisualShaderNodeVectorInterp", TTR("Linear interpolation between two vectors."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  2662. add_options.push_back(AddOption("MixS", "Vector", "Functions", "VisualShaderNodeVectorScalarMix", TTR("Linear interpolation between two vectors using scalar."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  2663. add_options.push_back(AddOption("MultiplyAdd", "Vector", "Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), VisualShaderNodeMultiplyAdd::TYPE_VECTOR, VisualShaderNode::PORT_TYPE_VECTOR));
  2664. add_options.push_back(AddOption("Negate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNode::PORT_TYPE_VECTOR));
  2665. add_options.push_back(AddOption("Normalize", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNode::PORT_TYPE_VECTOR));
  2666. add_options.push_back(AddOption("OneMinus", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNode::PORT_TYPE_VECTOR));
  2667. 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, VisualShaderNode::PORT_TYPE_VECTOR));
  2668. add_options.push_back(AddOption("Radians", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNode::PORT_TYPE_VECTOR));
  2669. add_options.push_back(AddOption("Reciprocal", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNode::PORT_TYPE_VECTOR));
  2670. 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, VisualShaderNode::PORT_TYPE_VECTOR));
  2671. add_options.push_back(AddOption("Refract", "Vector", "Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  2672. add_options.push_back(AddOption("Round", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNode::PORT_TYPE_VECTOR));
  2673. add_options.push_back(AddOption("RoundEven", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest even integer to the parameter."), VisualShaderNodeVectorFunc::FUNC_ROUNDEVEN, VisualShaderNode::PORT_TYPE_VECTOR));
  2674. add_options.push_back(AddOption("Saturate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Clamps the value between 0.0 and 1.0."), VisualShaderNodeVectorFunc::FUNC_SATURATE, VisualShaderNode::PORT_TYPE_VECTOR));
  2675. add_options.push_back(AddOption("Sign", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Extracts the sign of the parameter."), VisualShaderNodeVectorFunc::FUNC_SIGN, VisualShaderNode::PORT_TYPE_VECTOR));
  2676. add_options.push_back(AddOption("Sin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNode::PORT_TYPE_VECTOR));
  2677. add_options.push_back(AddOption("SinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNode::PORT_TYPE_VECTOR));
  2678. add_options.push_back(AddOption("Sqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNode::PORT_TYPE_VECTOR));
  2679. add_options.push_back(AddOption("SmoothStep", "Vector", "Functions", "VisualShaderNodeVectorSmoothStep", 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."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  2680. add_options.push_back(AddOption("SmoothStepS", "Vector", "Functions", "VisualShaderNodeVectorScalarSmoothStep", 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."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  2681. add_options.push_back(AddOption("Step", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Step function( vector(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), VisualShaderNodeVectorOp::OP_STEP, VisualShaderNode::PORT_TYPE_VECTOR));
  2682. add_options.push_back(AddOption("StepS", "Vector", "Functions", "VisualShaderNodeVectorScalarStep", TTR("Step function( scalar(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  2683. add_options.push_back(AddOption("Tan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNode::PORT_TYPE_VECTOR));
  2684. add_options.push_back(AddOption("TanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_TANH, VisualShaderNode::PORT_TYPE_VECTOR));
  2685. add_options.push_back(AddOption("Trunc", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the truncated value of the parameter."), VisualShaderNodeVectorFunc::FUNC_TRUNC, VisualShaderNode::PORT_TYPE_VECTOR));
  2686. add_options.push_back(AddOption("Add", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Adds vector to vector."), VisualShaderNodeVectorOp::OP_ADD, VisualShaderNode::PORT_TYPE_VECTOR));
  2687. add_options.push_back(AddOption("Divide", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Divides vector by vector."), VisualShaderNodeVectorOp::OP_DIV, VisualShaderNode::PORT_TYPE_VECTOR));
  2688. add_options.push_back(AddOption("Multiply", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Multiplies vector by vector."), VisualShaderNodeVectorOp::OP_MUL, VisualShaderNode::PORT_TYPE_VECTOR));
  2689. add_options.push_back(AddOption("Remainder", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Returns the remainder of the two vectors."), VisualShaderNodeVectorOp::OP_MOD, VisualShaderNode::PORT_TYPE_VECTOR));
  2690. add_options.push_back(AddOption("Subtract", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Subtracts vector from vector."), VisualShaderNodeVectorOp::OP_SUB, VisualShaderNode::PORT_TYPE_VECTOR));
  2691. add_options.push_back(AddOption("VectorConstant", "Vector", "Variables", "VisualShaderNodeVec3Constant", TTR("Vector constant."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  2692. add_options.push_back(AddOption("VectorUniform", "Vector", "Variables", "VisualShaderNodeVec3Uniform", TTR("Vector uniform."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  2693. // SPECIAL
  2694. 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.")));
  2695. add_options.push_back(AddOption("Fresnel", "Special", "", "VisualShaderNodeFresnel", TTR("Returns falloff based on the dot product of surface normal and view direction of camera (pass associated inputs to it)."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  2696. add_options.push_back(AddOption("GlobalExpression", "Special", "", "VisualShaderNodeGlobalExpression", TTR("Custom Godot Shader Language expression, which is placed on top of the resulted shader. You can place various function definitions inside and call it later in the Expressions. You can also declare varyings, uniforms and constants.")));
  2697. add_options.push_back(AddOption("UniformRef", "Special", "", "VisualShaderNodeUniformRef", TTR("A reference to an existing uniform.")));
  2698. add_options.push_back(AddOption("ScalarDerivativeFunc", "Special", "Common", "VisualShaderNodeScalarDerivativeFunc", TTR("(Fragment/Light mode only) Scalar derivative function."), -1, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, -1, true));
  2699. add_options.push_back(AddOption("VectorDerivativeFunc", "Special", "Common", "VisualShaderNodeVectorDerivativeFunc", TTR("(Fragment/Light mode only) Vector derivative function."), -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, -1, true));
  2700. add_options.push_back(AddOption("DdX", "Special", "Derivative", "VisualShaderNodeVectorDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing."), VisualShaderNodeVectorDerivativeFunc::FUNC_X, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, -1, true));
  2701. add_options.push_back(AddOption("DdXS", "Special", "Derivative", "VisualShaderNodeScalarDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Derivative in 'x' using local differencing."), VisualShaderNodeScalarDerivativeFunc::FUNC_X, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, -1, true));
  2702. add_options.push_back(AddOption("DdY", "Special", "Derivative", "VisualShaderNodeVectorDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing."), VisualShaderNodeVectorDerivativeFunc::FUNC_Y, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, -1, true));
  2703. add_options.push_back(AddOption("DdYS", "Special", "Derivative", "VisualShaderNodeScalarDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Derivative in 'y' using local differencing."), VisualShaderNodeScalarDerivativeFunc::FUNC_Y, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, -1, true));
  2704. add_options.push_back(AddOption("Sum", "Special", "Derivative", "VisualShaderNodeVectorDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'."), VisualShaderNodeVectorDerivativeFunc::FUNC_SUM, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, -1, true));
  2705. add_options.push_back(AddOption("SumS", "Special", "Derivative", "VisualShaderNodeScalarDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'."), VisualShaderNodeScalarDerivativeFunc::FUNC_SUM, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, -1, true));
  2706. custom_node_option_idx = add_options.size();
  2707. /////////////////////////////////////////////////////////////////////
  2708. _update_options_menu();
  2709. error_panel = memnew(PanelContainer);
  2710. add_child(error_panel);
  2711. error_label = memnew(Label);
  2712. error_panel->add_child(error_label);
  2713. error_label->set_text("eh");
  2714. error_panel->hide();
  2715. undo_redo = EditorNode::get_singleton()->get_undo_redo();
  2716. Ref<VisualShaderNodePluginDefault> default_plugin;
  2717. default_plugin.instance();
  2718. add_plugin(default_plugin);
  2719. graph_plugin.instance();
  2720. property_editor = memnew(CustomPropertyEditor);
  2721. add_child(property_editor);
  2722. property_editor->connect("variant_changed", callable_mp(this, &VisualShaderEditor::_port_edited));
  2723. }
  2724. /////////////////
  2725. void VisualShaderEditorPlugin::edit(Object *p_object) {
  2726. visual_shader_editor->edit(Object::cast_to<VisualShader>(p_object));
  2727. }
  2728. bool VisualShaderEditorPlugin::handles(Object *p_object) const {
  2729. return p_object->is_class("VisualShader");
  2730. }
  2731. void VisualShaderEditorPlugin::make_visible(bool p_visible) {
  2732. if (p_visible) {
  2733. //editor->hide_animation_player_editors();
  2734. //editor->animation_panel_make_visible(true);
  2735. button->show();
  2736. editor->make_bottom_panel_item_visible(visual_shader_editor);
  2737. visual_shader_editor->update_custom_nodes();
  2738. visual_shader_editor->set_process_input(true);
  2739. //visual_shader_editor->set_process(true);
  2740. } else {
  2741. if (visual_shader_editor->is_visible_in_tree()) {
  2742. editor->hide_bottom_panel();
  2743. }
  2744. button->hide();
  2745. visual_shader_editor->set_process_input(false);
  2746. //visual_shader_editor->set_process(false);
  2747. }
  2748. }
  2749. VisualShaderEditorPlugin::VisualShaderEditorPlugin(EditorNode *p_node) {
  2750. editor = p_node;
  2751. visual_shader_editor = memnew(VisualShaderEditor);
  2752. visual_shader_editor->set_custom_minimum_size(Size2(0, 300) * EDSCALE);
  2753. button = editor->add_bottom_panel_item(TTR("VisualShader"), visual_shader_editor);
  2754. button->hide();
  2755. }
  2756. VisualShaderEditorPlugin::~VisualShaderEditorPlugin() {
  2757. }
  2758. ////////////////
  2759. class VisualShaderNodePluginInputEditor : public OptionButton {
  2760. GDCLASS(VisualShaderNodePluginInputEditor, OptionButton);
  2761. Ref<VisualShaderNodeInput> input;
  2762. public:
  2763. void _notification(int p_what) {
  2764. if (p_what == NOTIFICATION_READY) {
  2765. connect("item_selected", callable_mp(this, &VisualShaderNodePluginInputEditor::_item_selected));
  2766. }
  2767. }
  2768. void _item_selected(int p_item) {
  2769. VisualShaderEditor::get_singleton()->call_deferred("_input_select_item", input, get_item_text(p_item));
  2770. }
  2771. void setup(const Ref<VisualShaderNodeInput> &p_input) {
  2772. input = p_input;
  2773. Ref<Texture2D> type_icon[6] = {
  2774. EditorNode::get_singleton()->get_gui_base()->get_theme_icon("float", "EditorIcons"),
  2775. EditorNode::get_singleton()->get_gui_base()->get_theme_icon("int", "EditorIcons"),
  2776. EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Vector3", "EditorIcons"),
  2777. EditorNode::get_singleton()->get_gui_base()->get_theme_icon("bool", "EditorIcons"),
  2778. EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Transform", "EditorIcons"),
  2779. EditorNode::get_singleton()->get_gui_base()->get_theme_icon("ImageTexture", "EditorIcons"),
  2780. };
  2781. add_item("[None]");
  2782. int to_select = -1;
  2783. for (int i = 0; i < input->get_input_index_count(); i++) {
  2784. if (input->get_input_name() == input->get_input_index_name(i)) {
  2785. to_select = i + 1;
  2786. }
  2787. add_icon_item(type_icon[input->get_input_index_type(i)], input->get_input_index_name(i));
  2788. }
  2789. if (to_select >= 0) {
  2790. select(to_select);
  2791. }
  2792. }
  2793. };
  2794. ////////////////
  2795. class VisualShaderNodePluginUniformRefEditor : public OptionButton {
  2796. GDCLASS(VisualShaderNodePluginUniformRefEditor, OptionButton);
  2797. Ref<VisualShaderNodeUniformRef> uniform_ref;
  2798. public:
  2799. void _notification(int p_what) {
  2800. if (p_what == NOTIFICATION_READY) {
  2801. connect("item_selected", callable_mp(this, &VisualShaderNodePluginUniformRefEditor::_item_selected));
  2802. }
  2803. }
  2804. void _item_selected(int p_item) {
  2805. VisualShaderEditor::get_singleton()->call_deferred("_uniform_select_item", uniform_ref, get_item_text(p_item));
  2806. }
  2807. void setup(const Ref<VisualShaderNodeUniformRef> &p_uniform_ref) {
  2808. uniform_ref = p_uniform_ref;
  2809. Ref<Texture2D> type_icon[7] = {
  2810. EditorNode::get_singleton()->get_gui_base()->get_theme_icon("float", "EditorIcons"),
  2811. EditorNode::get_singleton()->get_gui_base()->get_theme_icon("int", "EditorIcons"),
  2812. EditorNode::get_singleton()->get_gui_base()->get_theme_icon("bool", "EditorIcons"),
  2813. EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Vector3", "EditorIcons"),
  2814. EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Transform", "EditorIcons"),
  2815. EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Color", "EditorIcons"),
  2816. EditorNode::get_singleton()->get_gui_base()->get_theme_icon("ImageTexture", "EditorIcons"),
  2817. };
  2818. add_item("[None]");
  2819. int to_select = -1;
  2820. for (int i = 0; i < p_uniform_ref->get_uniforms_count(); i++) {
  2821. if (p_uniform_ref->get_uniform_name() == p_uniform_ref->get_uniform_name_by_index(i)) {
  2822. to_select = i + 1;
  2823. }
  2824. add_icon_item(type_icon[p_uniform_ref->get_uniform_type_by_index(i)], p_uniform_ref->get_uniform_name_by_index(i));
  2825. }
  2826. if (to_select >= 0) {
  2827. select(to_select);
  2828. }
  2829. }
  2830. };
  2831. ////////////////
  2832. class VisualShaderNodePluginDefaultEditor : public VBoxContainer {
  2833. GDCLASS(VisualShaderNodePluginDefaultEditor, VBoxContainer);
  2834. Ref<Resource> parent_resource;
  2835. int node_id;
  2836. VisualShader::Type shader_type;
  2837. public:
  2838. void _property_changed(const String &p_property, const Variant &p_value, const String &p_field = "", bool p_changing = false) {
  2839. if (p_changing) {
  2840. return;
  2841. }
  2842. UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
  2843. updating = true;
  2844. undo_redo->create_action(TTR("Edit Visual Property") + ": " + p_property, UndoRedo::MERGE_ENDS);
  2845. undo_redo->add_do_property(node.ptr(), p_property, p_value);
  2846. undo_redo->add_undo_property(node.ptr(), p_property, node->get(p_property));
  2847. if (p_value.get_type() == Variant::OBJECT) {
  2848. RES prev_res = node->get(p_property);
  2849. RES curr_res = p_value;
  2850. if (curr_res.is_null()) {
  2851. undo_redo->add_do_method(this, "_open_inspector", (RES)parent_resource.ptr());
  2852. } else {
  2853. undo_redo->add_do_method(this, "_open_inspector", (RES)curr_res.ptr());
  2854. }
  2855. if (!prev_res.is_null()) {
  2856. undo_redo->add_undo_method(this, "_open_inspector", (RES)prev_res.ptr());
  2857. } else {
  2858. undo_redo->add_undo_method(this, "_open_inspector", (RES)parent_resource.ptr());
  2859. }
  2860. }
  2861. if (p_property != "constant") {
  2862. undo_redo->add_do_method(VisualShaderEditor::get_singleton()->get_graph_plugin(), "update_property_editor_deferred", shader_type, node_id);
  2863. undo_redo->add_undo_method(VisualShaderEditor::get_singleton()->get_graph_plugin(), "update_property_editor_deferred", shader_type, node_id);
  2864. }
  2865. undo_redo->commit_action();
  2866. updating = false;
  2867. }
  2868. void _node_changed() {
  2869. if (updating) {
  2870. return;
  2871. }
  2872. for (int i = 0; i < properties.size(); i++) {
  2873. properties[i]->update_property();
  2874. }
  2875. }
  2876. void _resource_selected(const String &p_path, RES p_resource) {
  2877. _open_inspector(p_resource);
  2878. }
  2879. void _open_inspector(RES p_resource) {
  2880. EditorNode::get_singleton()->get_inspector()->edit(p_resource.ptr());
  2881. }
  2882. bool updating;
  2883. Ref<VisualShaderNode> node;
  2884. Vector<EditorProperty *> properties;
  2885. Vector<Label *> prop_names;
  2886. void _show_prop_names(bool p_show) {
  2887. for (int i = 0; i < prop_names.size(); i++) {
  2888. prop_names[i]->set_visible(p_show);
  2889. }
  2890. }
  2891. void setup(Ref<Resource> p_parent_resource, Vector<EditorProperty *> p_properties, const Vector<StringName> &p_names, Ref<VisualShaderNode> p_node) {
  2892. parent_resource = p_parent_resource;
  2893. updating = false;
  2894. node = p_node;
  2895. properties = p_properties;
  2896. node_id = (int)p_node->get_meta("id");
  2897. shader_type = VisualShader::Type((int)p_node->get_meta("shader_type"));
  2898. for (int i = 0; i < p_properties.size(); i++) {
  2899. HBoxContainer *hbox = memnew(HBoxContainer);
  2900. hbox->set_h_size_flags(SIZE_EXPAND_FILL);
  2901. add_child(hbox);
  2902. Label *prop_name = memnew(Label);
  2903. String prop_name_str = p_names[i];
  2904. prop_name_str = prop_name_str.capitalize() + ":";
  2905. prop_name->set_text(prop_name_str);
  2906. prop_name->set_visible(false);
  2907. hbox->add_child(prop_name);
  2908. prop_names.push_back(prop_name);
  2909. p_properties[i]->set_h_size_flags(SIZE_EXPAND_FILL);
  2910. hbox->add_child(p_properties[i]);
  2911. bool res_prop = Object::cast_to<EditorPropertyResource>(p_properties[i]);
  2912. if (res_prop) {
  2913. p_properties[i]->connect("resource_selected", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_resource_selected));
  2914. }
  2915. properties[i]->connect("property_changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_property_changed));
  2916. properties[i]->set_object_and_property(node.ptr(), p_names[i]);
  2917. properties[i]->update_property();
  2918. properties[i]->set_name_split_ratio(0);
  2919. }
  2920. node->connect("changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_node_changed));
  2921. }
  2922. static void _bind_methods() {
  2923. ClassDB::bind_method("_open_inspector", &VisualShaderNodePluginDefaultEditor::_open_inspector); // Used by UndoRedo.
  2924. ClassDB::bind_method("_show_prop_names", &VisualShaderNodePluginDefaultEditor::_show_prop_names); // Used with call_deferred.
  2925. }
  2926. };
  2927. Control *VisualShaderNodePluginDefault::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
  2928. if (p_node->is_class("VisualShaderNodeUniformRef")) {
  2929. //create input
  2930. VisualShaderNodePluginUniformRefEditor *uniform_editor = memnew(VisualShaderNodePluginUniformRefEditor);
  2931. uniform_editor->setup(p_node);
  2932. return uniform_editor;
  2933. }
  2934. if (p_node->is_class("VisualShaderNodeInput")) {
  2935. //create input
  2936. VisualShaderNodePluginInputEditor *input_editor = memnew(VisualShaderNodePluginInputEditor);
  2937. input_editor->setup(p_node);
  2938. return input_editor;
  2939. }
  2940. Vector<StringName> properties = p_node->get_editable_properties();
  2941. if (properties.size() == 0) {
  2942. return nullptr;
  2943. }
  2944. List<PropertyInfo> props;
  2945. p_node->get_property_list(&props);
  2946. Vector<PropertyInfo> pinfo;
  2947. for (List<PropertyInfo>::Element *E = props.front(); E; E = E->next()) {
  2948. for (int i = 0; i < properties.size(); i++) {
  2949. if (E->get().name == String(properties[i])) {
  2950. pinfo.push_back(E->get());
  2951. }
  2952. }
  2953. }
  2954. if (pinfo.size() == 0) {
  2955. return nullptr;
  2956. }
  2957. properties.clear();
  2958. Ref<VisualShaderNode> node = p_node;
  2959. Vector<EditorProperty *> editors;
  2960. for (int i = 0; i < pinfo.size(); i++) {
  2961. EditorProperty *prop = EditorInspector::instantiate_property_editor(node.ptr(), pinfo[i].type, pinfo[i].name, pinfo[i].hint, pinfo[i].hint_string, pinfo[i].usage);
  2962. if (!prop) {
  2963. return nullptr;
  2964. }
  2965. if (Object::cast_to<EditorPropertyResource>(prop)) {
  2966. Object::cast_to<EditorPropertyResource>(prop)->set_use_sub_inspector(false);
  2967. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  2968. } else if (Object::cast_to<EditorPropertyTransform>(prop) || Object::cast_to<EditorPropertyVector3>(prop)) {
  2969. prop->set_custom_minimum_size(Size2(250 * EDSCALE, 0));
  2970. } else if (Object::cast_to<EditorPropertyFloat>(prop)) {
  2971. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  2972. } else if (Object::cast_to<EditorPropertyEnum>(prop)) {
  2973. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  2974. Object::cast_to<EditorPropertyEnum>(prop)->set_option_button_clip(false);
  2975. }
  2976. editors.push_back(prop);
  2977. properties.push_back(pinfo[i].name);
  2978. }
  2979. VisualShaderNodePluginDefaultEditor *editor = memnew(VisualShaderNodePluginDefaultEditor);
  2980. editor->setup(p_parent_resource, editors, properties, p_node);
  2981. return editor;
  2982. }
  2983. void EditorPropertyShaderMode::_option_selected(int p_which) {
  2984. //will not use this, instead will do all the logic setting manually
  2985. //emit_signal("property_changed", get_edited_property(), p_which);
  2986. Ref<VisualShader> visual_shader(Object::cast_to<VisualShader>(get_edited_object()));
  2987. if (visual_shader->get_mode() == p_which) {
  2988. return;
  2989. }
  2990. UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
  2991. undo_redo->create_action(TTR("Visual Shader Mode Changed"));
  2992. //do is easy
  2993. undo_redo->add_do_method(visual_shader.ptr(), "set_mode", p_which);
  2994. undo_redo->add_undo_method(visual_shader.ptr(), "set_mode", visual_shader->get_mode());
  2995. undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_set_mode", p_which);
  2996. undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_set_mode", visual_shader->get_mode());
  2997. //now undo is hell
  2998. //1. restore connections to output
  2999. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  3000. VisualShader::Type type = VisualShader::Type(i);
  3001. List<VisualShader::Connection> conns;
  3002. visual_shader->get_node_connections(type, &conns);
  3003. for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
  3004. if (E->get().to_node == VisualShader::NODE_ID_OUTPUT) {
  3005. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
  3006. }
  3007. }
  3008. }
  3009. //2. restore input indices
  3010. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  3011. VisualShader::Type type = VisualShader::Type(i);
  3012. Vector<int> nodes = visual_shader->get_node_list(type);
  3013. for (int j = 0; j < nodes.size(); j++) {
  3014. Ref<VisualShaderNodeInput> input = visual_shader->get_node(type, nodes[j]);
  3015. if (!input.is_valid()) {
  3016. continue;
  3017. }
  3018. undo_redo->add_undo_method(input.ptr(), "set_input_name", input->get_input_name());
  3019. }
  3020. }
  3021. //3. restore enums and flags
  3022. List<PropertyInfo> props;
  3023. visual_shader->get_property_list(&props);
  3024. for (List<PropertyInfo>::Element *E = props.front(); E; E = E->next()) {
  3025. if (E->get().name.begins_with("flags/") || E->get().name.begins_with("modes/")) {
  3026. undo_redo->add_undo_property(visual_shader.ptr(), E->get().name, visual_shader->get(E->get().name));
  3027. }
  3028. }
  3029. undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_options_menu");
  3030. undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_options_menu");
  3031. //update graph
  3032. undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_graph");
  3033. undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_graph");
  3034. undo_redo->commit_action();
  3035. }
  3036. void EditorPropertyShaderMode::update_property() {
  3037. int which = get_edited_object()->get(get_edited_property());
  3038. options->select(which);
  3039. }
  3040. void EditorPropertyShaderMode::setup(const Vector<String> &p_options) {
  3041. for (int i = 0; i < p_options.size(); i++) {
  3042. options->add_item(p_options[i], i);
  3043. }
  3044. }
  3045. void EditorPropertyShaderMode::set_option_button_clip(bool p_enable) {
  3046. options->set_clip_text(p_enable);
  3047. }
  3048. void EditorPropertyShaderMode::_bind_methods() {
  3049. }
  3050. EditorPropertyShaderMode::EditorPropertyShaderMode() {
  3051. options = memnew(OptionButton);
  3052. options->set_clip_text(true);
  3053. add_child(options);
  3054. add_focusable(options);
  3055. options->connect("item_selected", callable_mp(this, &EditorPropertyShaderMode::_option_selected));
  3056. }
  3057. bool EditorInspectorShaderModePlugin::can_handle(Object *p_object) {
  3058. return true; //can handle everything
  3059. }
  3060. void EditorInspectorShaderModePlugin::parse_begin(Object *p_object) {
  3061. //do none
  3062. }
  3063. bool EditorInspectorShaderModePlugin::parse_property(Object *p_object, Variant::Type p_type, const String &p_path, PropertyHint p_hint, const String &p_hint_text, int p_usage, bool p_wide) {
  3064. if (p_path == "mode" && p_object->is_class("VisualShader") && p_type == Variant::INT) {
  3065. EditorPropertyShaderMode *editor = memnew(EditorPropertyShaderMode);
  3066. Vector<String> options = p_hint_text.split(",");
  3067. editor->setup(options);
  3068. add_property_editor(p_path, editor);
  3069. return true;
  3070. }
  3071. return false; //can be overridden, although it will most likely be last anyway
  3072. }
  3073. void EditorInspectorShaderModePlugin::parse_end() {
  3074. //do none
  3075. }
  3076. //////////////////////////////////
  3077. void VisualShaderNodePortPreview::_shader_changed() {
  3078. if (shader.is_null()) {
  3079. return;
  3080. }
  3081. Vector<VisualShader::DefaultTextureParam> default_textures;
  3082. String shader_code = shader->generate_preview_shader(type, node, port, default_textures);
  3083. Ref<Shader> preview_shader;
  3084. preview_shader.instance();
  3085. preview_shader->set_code(shader_code);
  3086. for (int i = 0; i < default_textures.size(); i++) {
  3087. preview_shader->set_default_texture_param(default_textures[i].name, default_textures[i].param);
  3088. }
  3089. Ref<ShaderMaterial> material;
  3090. material.instance();
  3091. material->set_shader(preview_shader);
  3092. //find if a material is also being edited and copy parameters to this one
  3093. for (int i = EditorNode::get_singleton()->get_editor_history()->get_path_size() - 1; i >= 0; i--) {
  3094. Object *object = ObjectDB::get_instance(EditorNode::get_singleton()->get_editor_history()->get_path_object(i));
  3095. if (!object) {
  3096. continue;
  3097. }
  3098. ShaderMaterial *src_mat = Object::cast_to<ShaderMaterial>(object);
  3099. if (src_mat && src_mat->get_shader().is_valid()) {
  3100. List<PropertyInfo> params;
  3101. src_mat->get_shader()->get_param_list(&params);
  3102. for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
  3103. material->set(E->get().name, src_mat->get(E->get().name));
  3104. }
  3105. }
  3106. }
  3107. set_material(material);
  3108. }
  3109. void VisualShaderNodePortPreview::setup(const Ref<VisualShader> &p_shader, VisualShader::Type p_type, int p_node, int p_port) {
  3110. shader = p_shader;
  3111. shader->connect("changed", callable_mp(this, &VisualShaderNodePortPreview::_shader_changed));
  3112. type = p_type;
  3113. port = p_port;
  3114. node = p_node;
  3115. update();
  3116. _shader_changed();
  3117. }
  3118. Size2 VisualShaderNodePortPreview::get_minimum_size() const {
  3119. return Size2(100, 100) * EDSCALE;
  3120. }
  3121. void VisualShaderNodePortPreview::_notification(int p_what) {
  3122. if (p_what == NOTIFICATION_DRAW) {
  3123. Vector<Vector2> points;
  3124. Vector<Vector2> uvs;
  3125. Vector<Color> colors;
  3126. points.push_back(Vector2());
  3127. uvs.push_back(Vector2(0, 0));
  3128. colors.push_back(Color(1, 1, 1, 1));
  3129. points.push_back(Vector2(get_size().width, 0));
  3130. uvs.push_back(Vector2(1, 0));
  3131. colors.push_back(Color(1, 1, 1, 1));
  3132. points.push_back(get_size());
  3133. uvs.push_back(Vector2(1, 1));
  3134. colors.push_back(Color(1, 1, 1, 1));
  3135. points.push_back(Vector2(0, get_size().height));
  3136. uvs.push_back(Vector2(0, 1));
  3137. colors.push_back(Color(1, 1, 1, 1));
  3138. draw_primitive(points, colors, uvs);
  3139. }
  3140. }
  3141. void VisualShaderNodePortPreview::_bind_methods() {
  3142. }
  3143. VisualShaderNodePortPreview::VisualShaderNodePortPreview() {
  3144. }
  3145. //////////////////////////////////
  3146. String VisualShaderConversionPlugin::converts_to() const {
  3147. return "Shader";
  3148. }
  3149. bool VisualShaderConversionPlugin::handles(const Ref<Resource> &p_resource) const {
  3150. Ref<VisualShader> vshader = p_resource;
  3151. return vshader.is_valid();
  3152. }
  3153. Ref<Resource> VisualShaderConversionPlugin::convert(const Ref<Resource> &p_resource) const {
  3154. Ref<VisualShader> vshader = p_resource;
  3155. ERR_FAIL_COND_V(!vshader.is_valid(), Ref<Resource>());
  3156. Ref<Shader> shader;
  3157. shader.instance();
  3158. String code = vshader->get_code();
  3159. shader->set_code(code);
  3160. return shader;
  3161. }