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authorRémi Verschelde <rverschelde@gmail.com>2019-08-18 17:31:39 +0200
committerGitHub <noreply@github.com>2019-08-18 17:31:39 +0200
commit9cd58b69164027f0429e720767265fb00c11a125 (patch)
tree63b0a35f3282e00ced69a527432033eedc6f9c88 /editor/plugins/visual_shader_editor_plugin.cpp
parent909d611b33627df6ebf8ca038a3f352c5d5be9e6 (diff)
parente3b43771aa9181349ba6de876e31969d2ea1331a (diff)
downloadredot-engine-9cd58b69164027f0429e720767265fb00c11a125.tar.gz
Merge pull request #31449 from Chaosus/vs_global_expression
Added global expressions to visual shaders
Diffstat (limited to 'editor/plugins/visual_shader_editor_plugin.cpp')
-rw-r--r--editor/plugins/visual_shader_editor_plugin.cpp25
1 files changed, 14 insertions, 11 deletions
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp
index e193e237de..12b5f363ca 100644
--- a/editor/plugins/visual_shader_editor_plugin.cpp
+++ b/editor/plugins/visual_shader_editor_plugin.cpp
@@ -524,21 +524,23 @@ void VisualShaderEditor::_update_graph() {
offset->set_custom_minimum_size(Size2(0, 6 * EDSCALE));
node->add_child(offset);
- HBoxContainer *hb2 = memnew(HBoxContainer);
+ if (group_node->is_editable()) {
+ HBoxContainer *hb2 = memnew(HBoxContainer);
- Button *add_input_btn = memnew(Button);
- add_input_btn->set_text(TTR("Add input +"));
- add_input_btn->connect("pressed", this, "_add_input_port", varray(nodes[n_i], group_node->get_free_input_port_id(), VisualShaderNode::PORT_TYPE_VECTOR, "input" + itos(group_node->get_free_input_port_id())), CONNECT_DEFERRED);
- hb2->add_child(add_input_btn);
+ Button *add_input_btn = memnew(Button);
+ add_input_btn->set_text(TTR("Add input +"));
+ add_input_btn->connect("pressed", this, "_add_input_port", varray(nodes[n_i], group_node->get_free_input_port_id(), VisualShaderNode::PORT_TYPE_VECTOR, "input" + itos(group_node->get_free_input_port_id())), CONNECT_DEFERRED);
+ hb2->add_child(add_input_btn);
- hb2->add_spacer();
+ hb2->add_spacer();
- Button *add_output_btn = memnew(Button);
- add_output_btn->set_text(TTR("Add output +"));
- add_output_btn->connect("pressed", this, "_add_output_port", varray(nodes[n_i], group_node->get_free_output_port_id(), VisualShaderNode::PORT_TYPE_VECTOR, "output" + itos(group_node->get_free_output_port_id())), CONNECT_DEFERRED);
- hb2->add_child(add_output_btn);
+ Button *add_output_btn = memnew(Button);
+ add_output_btn->set_text(TTR("Add output +"));
+ add_output_btn->connect("pressed", this, "_add_output_port", varray(nodes[n_i], group_node->get_free_output_port_id(), VisualShaderNode::PORT_TYPE_VECTOR, "output" + itos(group_node->get_free_output_port_id())), CONNECT_DEFERRED);
+ hb2->add_child(add_output_btn);
- node->add_child(hb2);
+ node->add_child(hb2);
+ }
}
for (int i = 0; i < MAX(vsnode->get_input_port_count(), vsnode->get_output_port_count()); i++) {
@@ -2528,6 +2530,7 @@ VisualShaderEditor::VisualShaderEditor() {
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.")));
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));
+ add_options.push_back(AddOption("GlobalExpression", "Special", "", "VisualShaderNodeGlobalExpression", TTR("Custom Godot Shader Language expression, which 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.")));
add_options.push_back(AddOption("ScalarDerivativeFunc", "Special", "Common", "VisualShaderNodeScalarDerivativeFunc", TTR("(Fragment/Light mode only) Scalar derivative function."), -1, VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, -1, -1, true));
add_options.push_back(AddOption("VectorDerivativeFunc", "Special", "Common", "VisualShaderNodeVectorDerivativeFunc", TTR("(Fragment/Light mode only) Vector derivative function."), -1, VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, -1, -1, true));