diff options
-rw-r--r-- | doc/classes/AABB.xml | 4 | ||||
-rw-r--r-- | doc/classes/Array.xml | 2 | ||||
-rw-r--r-- | doc/classes/JavaScript.xml | 1 | ||||
-rw-r--r-- | doc/classes/NavigationMesh.xml | 10 | ||||
-rw-r--r-- | doc/classes/Rect2.xml | 3 | ||||
-rw-r--r-- | doc/classes/Rect2i.xml | 2 | ||||
-rw-r--r-- | doc/classes/RichTextLabel.xml | 3 | ||||
-rw-r--r-- | editor/editor_themes.cpp | 9 | ||||
-rw-r--r-- | editor/plugins/visual_shader_editor_plugin.cpp | 332 | ||||
-rw-r--r-- | editor/plugins/visual_shader_editor_plugin.h | 18 | ||||
-rw-r--r-- | methods.py | 40 | ||||
-rw-r--r-- | modules/bullet/bullet_types_converter.cpp | 59 | ||||
-rw-r--r-- | scene/resources/physics_material.cpp | 4 | ||||
-rw-r--r-- | scene/resources/visual_shader.cpp | 52 | ||||
-rw-r--r-- | scene/resources/visual_shader.h | 6 | ||||
-rw-r--r-- | scene/resources/visual_shader_nodes.cpp | 44 | ||||
-rw-r--r-- | scene/resources/visual_shader_nodes.h | 17 | ||||
-rw-r--r-- | servers/rendering/shader_language.cpp | 8 |
18 files changed, 438 insertions, 176 deletions
diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index cbc04ca672..faa380ff33 100644 --- a/doc/classes/AABB.xml +++ b/doc/classes/AABB.xml @@ -4,7 +4,9 @@ Axis-Aligned Bounding Box. </brief_description> <description> - AABB consists of a position, a size, and several utility functions. It is typically used for fast overlap tests. + [AABB] consists of a position, a size, and several utility functions. It is typically used for fast overlap tests. + It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2]. + [b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer coordinates. </description> <tutorials> <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml index 20579e0159..8bbb0817ea 100644 --- a/doc/classes/Array.xml +++ b/doc/classes/Array.xml @@ -292,7 +292,7 @@ <return type="Variant"> </return> <description> - Removes and returns the first element of the array. Returns [code]null[/code] if the array is empty, wwithout printing an error message. + Removes and returns the first element of the array. Returns [code]null[/code] if the array is empty, without printing an error message. </description> </method> <method name="push_back"> diff --git a/doc/classes/JavaScript.xml b/doc/classes/JavaScript.xml index d2cb558385..c707a72ee8 100644 --- a/doc/classes/JavaScript.xml +++ b/doc/classes/JavaScript.xml @@ -5,6 +5,7 @@ </brief_description> <description> The JavaScript singleton is implemented only in the HTML5 export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs. + [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See [url=https://docs.godotengine.org/en/latest/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information. </description> <tutorials> <link title="Exporting for the Web: Calling JavaScript from script">https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script</link> diff --git a/doc/classes/NavigationMesh.xml b/doc/classes/NavigationMesh.xml index 6deca4394f..a2fa31bf65 100644 --- a/doc/classes/NavigationMesh.xml +++ b/doc/classes/NavigationMesh.xml @@ -80,14 +80,17 @@ <member name="agent/height" type="float" setter="set_agent_height" getter="get_agent_height" default="2.0"> </member> <member name="agent/max_climb" type="float" setter="set_agent_max_climb" getter="get_agent_max_climb" default="0.9"> + The maximum height difference between two areas for navigation to be generated between them. </member> <member name="agent/max_slope" type="float" setter="set_agent_max_slope" getter="get_agent_max_slope" default="45.0"> + The maximum angle a slope can be at for navigation to be generated on it. </member> <member name="agent/radius" type="float" setter="set_agent_radius" getter="get_agent_radius" default="0.6"> </member> <member name="cell/height" type="float" setter="set_cell_height" getter="get_cell_height" default="0.2"> </member> <member name="cell/size" type="float" setter="set_cell_size" getter="get_cell_size" default="0.3"> + The size of cells in the [NavigationMesh]. </member> <member name="detail/sample_distance" type="float" setter="set_detail_sample_distance" getter="get_detail_sample_distance" default="6.0"> </member> @@ -104,18 +107,25 @@ <member name="filter/low_hanging_obstacles" type="bool" setter="set_filter_low_hanging_obstacles" getter="get_filter_low_hanging_obstacles" default="false"> </member> <member name="geometry/collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask"> + The physics layers used to generate the [NavigationMesh]. </member> <member name="geometry/parsed_geometry_type" type="int" setter="set_parsed_geometry_type" getter="get_parsed_geometry_type" default="0"> + What kind of geomerty is used to generate the [NavigationMesh]. </member> <member name="geometry/source_geometry_mode" type="int" setter="set_source_geometry_mode" getter="get_source_geometry_mode" default="0"> + Which geometry is used to generate the [NavigationMesh]. </member> <member name="geometry/source_group_name" type="StringName" setter="set_source_group_name" getter="get_source_group_name"> + The name of the group that is used to generate the [NavigationMesh]. </member> <member name="polygon/verts_per_poly" type="float" setter="set_verts_per_poly" getter="get_verts_per_poly" default="6.0"> + The number of vertices to use per polygon. Higher values will improve performance at the cost of lower precision. </member> <member name="region/merge_size" type="float" setter="set_region_merge_size" getter="get_region_merge_size" default="20.0"> + If two adjacent regions' edges are separated by a distance lower than this value, the regions will be merged together. </member> <member name="region/min_size" type="float" setter="set_region_min_size" getter="get_region_min_size" default="8.0"> + The minimum size of a region for it to be created. </member> <member name="sample_partition_type/sample_partition_type" type="int" setter="set_sample_partition_type" getter="get_sample_partition_type" default="0"> </member> diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml index fe05f14fa1..2d1685871d 100644 --- a/doc/classes/Rect2.xml +++ b/doc/classes/Rect2.xml @@ -5,7 +5,8 @@ </brief_description> <description> [Rect2] consists of a position, a size, and several utility functions. It is typically used for fast overlap tests. - It uses floating point coordinates. + It uses floating-point coordinates. If you need integer coordinates, use [Rect2i] instead. + The 3D counterpart to [Rect2] is [AABB]. </description> <tutorials> <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml index 2fdfe7c24b..809f385f6e 100644 --- a/doc/classes/Rect2i.xml +++ b/doc/classes/Rect2i.xml @@ -5,7 +5,7 @@ </brief_description> <description> [Rect2i] consists of a position, a size, and several utility functions. It is typically used for fast overlap tests. - It uses integer coordinates. + It uses integer coordinates. If you need floating-point coordinates, use [Rect2] instead. </description> <tutorials> <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index dc3c7c7dc0..050f1aab25 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -44,6 +44,7 @@ </argument> <description> Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns the result of the parsing, [constant OK] if successful. + [b]Note:[/b] Using this method, you can't close a tag that was opened in a previous [method append_bbcode] call. This is done to improve performance, especially when updating large RichTextLabels since rebuilding the whole BBCode every time would be slower. If you absolutely need to close a tag in a future method call, append the [member bbcode_text] instead of using [method append_bbcode]. </description> </method> <method name="clear"> @@ -289,7 +290,7 @@ </member> <member name="bbcode_text" type="String" setter="set_bbcode" getter="get_bbcode" default=""""> The label's text in BBCode format. Is not representative of manual modifications to the internal tag stack. Erases changes made by other methods when edited. - [b]Note:[/b] It is unadvised to use [code]+=[/code] operator with [code]bbcode_text[/code] (e.g. [code]bbcode_text += "some string"[/code]) as it replaces the whole text and can cause slowdowns. Use [method append_bbcode] for adding text instead. + [b]Note:[/b] It is unadvised to use the [code]+=[/code] operator with [code]bbcode_text[/code] (e.g. [code]bbcode_text += "some string"[/code]) as it replaces the whole text and can cause slowdowns. Use [method append_bbcode] for adding text instead, unless you absolutely need to close a tag that was opened in an earlier method call. </member> <member name="custom_effects" type="Array" setter="set_effects" getter="get_effects" default="[ ]"> The currently installed custom effects. This is an array of [RichTextEffect]s. diff --git a/editor/editor_themes.cpp b/editor/editor_themes.cpp index 11b0228fd5..79525ced51 100644 --- a/editor/editor_themes.cpp +++ b/editor/editor_themes.cpp @@ -218,8 +218,15 @@ void editor_register_and_generate_icons(Ref<Theme> p_theme, bool p_dark_theme = // Generate icons. if (!p_only_thumbs) { for (int i = 0; i < editor_icons_count; i++) { + float icon_scale = EDSCALE; + + // Always keep the DefaultProjectIcon at the default size + if (strcmp(editor_icons_names[i], "DefaultProjectIcon") == 0) { + icon_scale = 1.0f; + } + const int is_exception = exceptions.has(editor_icons_names[i]); - const Ref<ImageTexture> icon = editor_generate_icon(i, !is_exception); + const Ref<ImageTexture> icon = editor_generate_icon(i, !is_exception, icon_scale); p_theme->set_icon(editor_icons_names[i], "EditorIcons", icon); } diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp index e34f0855b2..7a70f4c5b6 100644 --- a/editor/plugins/visual_shader_editor_plugin.cpp +++ b/editor/plugins/visual_shader_editor_plugin.cpp @@ -82,9 +82,10 @@ void VisualShaderGraphPlugin::_bind_methods() { ClassDB::bind_method("set_node_position", &VisualShaderGraphPlugin::set_node_position); ClassDB::bind_method("set_node_size", &VisualShaderGraphPlugin::set_node_size); ClassDB::bind_method("show_port_preview", &VisualShaderGraphPlugin::show_port_preview); - ClassDB::bind_method("update_property_editor", &VisualShaderGraphPlugin::update_property_editor); - ClassDB::bind_method("update_property_editor_deferred", &VisualShaderGraphPlugin::update_property_editor_deferred); + ClassDB::bind_method("update_node", &VisualShaderGraphPlugin::update_node); + ClassDB::bind_method("update_node_deferred", &VisualShaderGraphPlugin::update_node_deferred); ClassDB::bind_method("set_input_port_default_value", &VisualShaderGraphPlugin::set_input_port_default_value); + ClassDB::bind_method("set_uniform_name", &VisualShaderGraphPlugin::set_uniform_name); } void VisualShaderGraphPlugin::register_shader(VisualShader *p_shader) { @@ -134,11 +135,11 @@ void VisualShaderGraphPlugin::show_port_preview(VisualShader::Type p_type, int p } } -void VisualShaderGraphPlugin::update_property_editor_deferred(VisualShader::Type p_type, int p_node_id) { - call_deferred("update_property_editor", p_type, p_node_id); +void VisualShaderGraphPlugin::update_node_deferred(VisualShader::Type p_type, int p_node_id) { + call_deferred("update_node", p_type, p_node_id); } -void VisualShaderGraphPlugin::update_property_editor(VisualShader::Type p_type, int p_node_id) { +void VisualShaderGraphPlugin::update_node(VisualShader::Type p_type, int p_node_id) { if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) { return; } @@ -176,10 +177,26 @@ void VisualShaderGraphPlugin::set_input_port_default_value(VisualShader::Type p_ } } +void VisualShaderGraphPlugin::set_uniform_name(VisualShader::Type p_type, int p_node_id, const String &p_name) { + if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].uniform_name != nullptr) { + links[p_node_id].uniform_name->set_text(p_name); + } +} + void VisualShaderGraphPlugin::register_default_input_button(int p_node_id, int p_port_id, Button *p_button) { links[p_node_id].input_ports.insert(p_port_id, { p_button }); } +void VisualShaderGraphPlugin::update_uniform_refs() { + for (Map<int, Link>::Element *E = links.front(); E; E = E->next()) { + VisualShaderNodeUniformRef *ref = Object::cast_to<VisualShaderNodeUniformRef>(E->get().visual_node); + if (ref) { + remove_node(E->get().type, E->key()); + add_node(E->get().type, E->key()); + } + } +} + VisualShader::Type VisualShaderGraphPlugin::get_shader_type() const { return visual_shader->get_shader_type(); } @@ -213,13 +230,17 @@ void VisualShaderGraphPlugin::make_dirty(bool p_enabled) { } void VisualShaderGraphPlugin::register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node) { - 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 }); + 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, nullptr }); } void VisualShaderGraphPlugin::register_output_port(int p_node_id, int p_port, TextureButton *p_button) { links[p_node_id].output_ports.insert(p_port, { p_button }); } +void VisualShaderGraphPlugin::register_uniform_name(int p_node_id, LineEdit *p_uniform_name) { + links[p_node_id].uniform_name = p_uniform_name; +} + void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) { if (p_type != visual_shader->get_shader_type()) { return; @@ -280,43 +301,22 @@ void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) { } Ref<VisualShaderNodeUniform> uniform = vsnode; - - if (uniform.is_valid()) { - VisualShaderEditor::get_singleton()->call_deferred("_update_uniforms"); - } - - Ref<VisualShaderNodeFloatUniform> float_uniform = vsnode; - Ref<VisualShaderNodeIntUniform> int_uniform = vsnode; - Ref<VisualShaderNodeVec3Uniform> vec3_uniform = vsnode; - Ref<VisualShaderNodeColorUniform> color_uniform = vsnode; - Ref<VisualShaderNodeBooleanUniform> bool_uniform = vsnode; - Ref<VisualShaderNodeTransformUniform> transform_uniform = vsnode; if (uniform.is_valid()) { VisualShaderEditor::get_singleton()->graph->add_child(node); VisualShaderEditor::get_singleton()->_update_created_node(node); LineEdit *uniform_name = memnew(LineEdit); + register_uniform_name(p_id, uniform_name); uniform_name->set_text(uniform->get_uniform_name()); node->add_child(uniform_name); - uniform_name->connect("text_entered", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_line_edit_changed), varray(uniform_name, p_id)); - uniform_name->connect("focus_exited", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_line_edit_focus_out), varray(uniform_name, p_id)); - - String error = vsnode->get_warning(visual_shader->get_mode(), p_type); - if (error != String()) { - offset = memnew(Control); - offset->set_custom_minimum_size(Size2(0, 4 * EDSCALE)); - node->add_child(offset); - Label *error_label = memnew(Label); - error_label->add_theme_color_override("font_color", VisualShaderEditor::get_singleton()->get_theme_color("error_color", "Editor")); - error_label->set_text(error); - node->add_child(error_label); - } + uniform_name->connect("text_entered", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_uniform_line_edit_changed), varray(p_id)); + uniform_name->connect("focus_exited", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_uniform_line_edit_focus_out), varray(uniform_name, p_id)); if (vsnode->get_input_port_count() == 0 && vsnode->get_output_port_count() == 1 && vsnode->get_output_port_name(0) == "") { //shortcut VisualShaderNode::PortType port_right = vsnode->get_output_port_type(0); node->set_slot(0, false, VisualShaderNode::PORT_TYPE_SCALAR, Color(), true, port_right, type_color[port_right]); - 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()) { + if (!vsnode->is_use_prop_slots()) { return; } } @@ -330,20 +330,19 @@ void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) { vsnode->remove_meta("id"); vsnode->remove_meta("shader_type"); if (custom_editor) { + if (vsnode->is_show_prop_names()) { + custom_editor->call_deferred("_show_prop_names", true); + } break; } } - 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) == "")) { + if (custom_editor && !vsnode->is_use_prop_slots() && vsnode->get_output_port_count() > 0 && vsnode->get_output_port_name(0) == "" && (vsnode->get_input_port_count() == 0 || vsnode->get_input_port_name(0) == "")) { //will be embedded in first port } else if (custom_editor) { port_offset++; node->add_child(custom_editor); - if (color_uniform.is_valid()) { - custom_editor->call_deferred("_show_prop_names", true); - } - if (float_uniform.is_valid() || int_uniform.is_valid() || vec3_uniform.is_valid() || bool_uniform.is_valid() || transform_uniform.is_valid()) { - custom_editor->call_deferred("_show_prop_names", true); + if (vsnode->is_use_prop_slots()) { return; } custom_editor = nullptr; @@ -590,19 +589,13 @@ void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) { VisualShaderEditor::get_singleton()->graph->add_child(node); VisualShaderEditor::get_singleton()->_update_created_node(node); if (is_group) { - call_deferred("_set_node_size", (int)p_type, p_id, size); + VisualShaderEditor::get_singleton()->call_deferred("_set_node_size", (int)p_type, p_id, size); } } } void VisualShaderGraphPlugin::remove_node(VisualShader::Type p_type, int p_id) { if (visual_shader->get_shader_type() == p_type && links.has(p_id)) { - Ref<VisualShaderNodeUniform> uniform = Ref<VisualShaderNode>(links[p_id].visual_node); - - if (uniform.is_valid()) { - VisualShaderEditor::get_singleton()->call_deferred("_update_uniforms"); - } - links[p_id].graph_node->get_parent()->remove_child(links[p_id].graph_node); memdelete(links[p_id].graph_node); links.erase(p_id); @@ -1015,7 +1008,7 @@ void VisualShaderEditor::_update_created_node(GraphNode *node) { } } -void VisualShaderEditor::_update_uniforms() { +void VisualShaderEditor::_update_uniforms(bool p_update_refs) { VisualShaderNodeUniformRef::clear_uniforms(); for (int t = 0; t < VisualShader::TYPE_MAX; t++) { @@ -1052,6 +1045,30 @@ void VisualShaderEditor::_update_uniforms() { } } } + if (p_update_refs) { + graph_plugin->update_uniform_refs(); + } +} + +void VisualShaderEditor::_update_uniform_refs(Set<String> &p_deleted_names) { + for (int i = 0; i < VisualShader::TYPE_MAX; i++) { + VisualShader::Type type = VisualShader::Type(i); + + Vector<int> nodes = visual_shader->get_node_list(type); + for (int j = 0; j < nodes.size(); j++) { + if (j > 0) { + Ref<VisualShaderNodeUniformRef> ref = visual_shader->get_node(type, nodes[j]); + if (ref.is_valid()) { + if (p_deleted_names.has(ref->get_uniform_name())) { + undo_redo->add_do_method(ref.ptr(), "set_uniform_name", "[None]"); + undo_redo->add_undo_method(ref.ptr(), "set_uniform_name", ref->get_uniform_name()); + undo_redo->add_do_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]); + undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]); + } + } + } + } + } } void VisualShaderEditor::_update_graph() { @@ -1084,7 +1101,7 @@ void VisualShaderEditor::_update_graph() { Vector<int> nodes = visual_shader->get_node_list(type); - _update_uniforms(); + _update_uniforms(false); graph_plugin->clear_links(); graph_plugin->make_dirty(true); @@ -1125,10 +1142,8 @@ void VisualShaderEditor::_add_input_port(int p_node, int p_port, int p_port_type undo_redo->create_action(TTR("Add input port")); undo_redo->add_do_method(node.ptr(), "add_input_port", p_port, p_port_type, p_name); undo_redo->add_undo_method(node.ptr(), "remove_input_port", p_port); - undo_redo->add_do_method(this, "_update_graph"); - undo_redo->add_undo_method(this, "_update_graph"); - undo_redo->add_do_method(this, "_rebuild"); - undo_redo->add_undo_method(this, "_rebuild"); + undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node); + undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node); undo_redo->commit_action(); } @@ -1142,10 +1157,8 @@ void VisualShaderEditor::_add_output_port(int p_node, int p_port, int p_port_typ undo_redo->create_action(TTR("Add output port")); undo_redo->add_do_method(node.ptr(), "add_output_port", p_port, p_port_type, p_name); undo_redo->add_undo_method(node.ptr(), "remove_output_port", p_port); - undo_redo->add_do_method(this, "_update_graph"); - undo_redo->add_undo_method(this, "_update_graph"); - undo_redo->add_do_method(this, "_rebuild"); - undo_redo->add_undo_method(this, "_rebuild"); + undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node); + undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node); undo_redo->commit_action(); } @@ -1159,10 +1172,8 @@ void VisualShaderEditor::_change_input_port_type(int p_type, int p_node, int p_p undo_redo->create_action(TTR("Change input port type")); undo_redo->add_do_method(node.ptr(), "set_input_port_type", p_port, p_type); undo_redo->add_undo_method(node.ptr(), "set_input_port_type", p_port, node->get_input_port_type(p_port)); - undo_redo->add_do_method(this, "_update_graph"); - undo_redo->add_undo_method(this, "_update_graph"); - undo_redo->add_do_method(this, "_rebuild"); - undo_redo->add_undo_method(this, "_rebuild"); + undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node); + undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node); undo_redo->commit_action(); } @@ -1176,10 +1187,8 @@ void VisualShaderEditor::_change_output_port_type(int p_type, int p_node, int p_ undo_redo->create_action(TTR("Change output port type")); undo_redo->add_do_method(node.ptr(), "set_output_port_type", p_port, p_type); undo_redo->add_undo_method(node.ptr(), "set_output_port_type", p_port, node->get_output_port_type(p_port)); - undo_redo->add_do_method(this, "_update_graph"); - undo_redo->add_undo_method(this, "_update_graph"); - undo_redo->add_do_method(this, "_rebuild"); - undo_redo->add_undo_method(this, "_rebuild"); + undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node); + undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node); undo_redo->commit_action(); } @@ -1192,8 +1201,8 @@ void VisualShaderEditor::_change_input_port_name(const String &p_text, Object *l undo_redo->create_action(TTR("Change input port name")); undo_redo->add_do_method(node.ptr(), "set_input_port_name", p_port_id, p_text); undo_redo->add_undo_method(node.ptr(), "set_input_port_name", p_port_id, node->get_input_port_name(p_port_id)); - undo_redo->add_do_method(this, "_rebuild"); - undo_redo->add_undo_method(this, "_rebuild"); + undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node_id); + undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node_id); undo_redo->commit_action(); } @@ -1206,8 +1215,8 @@ void VisualShaderEditor::_change_output_port_name(const String &p_text, Object * undo_redo->create_action(TTR("Change output port name")); undo_redo->add_do_method(node.ptr(), "set_output_port_name", p_port_id, p_text); undo_redo->add_undo_method(node.ptr(), "set_output_port_name", p_port_id, node->get_output_port_name(p_port_id)); - undo_redo->add_do_method(this, "_rebuild"); - undo_redo->add_undo_method(this, "_rebuild"); + undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node_id); + undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node_id); undo_redo->commit_action(); } @@ -1232,12 +1241,21 @@ void VisualShaderEditor::_remove_input_port(int p_node, int p_port) { if (to_port == p_port) { undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port); undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port); + + undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port); + undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port); } else if (to_port > p_port) { undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port); undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port); + undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port); + undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port); + undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port - 1); undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port - 1); + + undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port - 1); + undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port - 1); } } } @@ -1245,11 +1263,8 @@ void VisualShaderEditor::_remove_input_port(int p_node, int p_port) { undo_redo->add_do_method(node.ptr(), "remove_input_port", p_port); 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)); - undo_redo->add_do_method(this, "_update_graph"); - undo_redo->add_undo_method(this, "_update_graph"); - - undo_redo->add_do_method(this, "_rebuild"); - undo_redo->add_undo_method(this, "_rebuild"); + undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node); + undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node); undo_redo->commit_action(); } @@ -1275,12 +1290,21 @@ void VisualShaderEditor::_remove_output_port(int p_node, int p_port) { if (from_port == p_port) { undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port); undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port); + + undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port); + undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port); } else if (from_port > p_port) { undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port); undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port); + undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port); + undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port); + undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port - 1, to_node, to_port); undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port - 1, to_node, to_port); + + undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port - 1, to_node, to_port); + undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port - 1, to_node, to_port); } } } @@ -1288,11 +1312,8 @@ void VisualShaderEditor::_remove_output_port(int p_node, int p_port) { undo_redo->add_do_method(node.ptr(), "remove_output_port", p_port); 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)); - undo_redo->add_do_method(this, "_update_graph"); - undo_redo->add_undo_method(this, "_update_graph"); - - undo_redo->add_do_method(this, "_rebuild"); - undo_redo->add_undo_method(this, "_rebuild"); + undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node); + undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node); undo_redo->commit_action(); } @@ -1313,18 +1334,9 @@ void VisualShaderEditor::_expression_focus_out(Object *code_edit, int p_node) { undo_redo->create_action(TTR("Set expression")); undo_redo->add_do_method(node.ptr(), "set_expression", expression_box->get_text()); undo_redo->add_undo_method(node.ptr(), "set_expression", node->get_expression()); - undo_redo->add_do_method(this, "_rebuild"); - undo_redo->add_undo_method(this, "_rebuild"); undo_redo->commit_action(); } -void VisualShaderEditor::_rebuild() { - if (visual_shader != nullptr) { - EditorNode::get_singleton()->get_log()->clear(); - visual_shader->rebuild(); - } -} - void VisualShaderEditor::_set_node_size(int p_type, int p_node, const Vector2 &p_size) { VisualShader::Type type = get_current_shader_type(); Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node); @@ -1403,7 +1415,7 @@ void VisualShaderEditor::_preview_select_port(int p_node, int p_port) { undo_redo->commit_action(); } -void VisualShaderEditor::_line_edit_changed(const String &p_text, Object *line_edit, int p_node_id) { +void VisualShaderEditor::_uniform_line_edit_changed(const String &p_text, int p_node_id) { VisualShader::Type type = get_current_shader_type(); Ref<VisualShaderNodeUniform> node = visual_shader->get_node(type, p_node_id); @@ -1411,21 +1423,28 @@ void VisualShaderEditor::_line_edit_changed(const String &p_text, Object *line_e String validated_name = visual_shader->validate_uniform_name(p_text, node); - updating = true; + if (validated_name == node->get_uniform_name()) { + return; + } + undo_redo->create_action(TTR("Set Uniform Name")); undo_redo->add_do_method(node.ptr(), "set_uniform_name", validated_name); undo_redo->add_undo_method(node.ptr(), "set_uniform_name", node->get_uniform_name()); - undo_redo->add_do_method(this, "_update_graph"); - undo_redo->add_undo_method(this, "_update_graph"); - undo_redo->commit_action(); - updating = false; + undo_redo->add_do_method(graph_plugin.ptr(), "set_uniform_name", type, p_node_id, validated_name); + undo_redo->add_undo_method(graph_plugin.ptr(), "set_uniform_name", type, p_node_id, node->get_uniform_name()); + + undo_redo->add_do_method(this, "_update_uniforms", true); + undo_redo->add_undo_method(this, "_update_uniforms", true); - Object::cast_to<LineEdit>(line_edit)->set_text(validated_name); + Set<String> changed_names; + changed_names.insert(node->get_uniform_name()); + _update_uniform_refs(changed_names); + + undo_redo->commit_action(); } -void VisualShaderEditor::_line_edit_focus_out(Object *line_edit, int p_node_id) { - String text = Object::cast_to<LineEdit>(line_edit)->get_text(); - _line_edit_changed(text, line_edit, p_node_id); +void VisualShaderEditor::_uniform_line_edit_focus_out(Object *line_edit, int p_node_id) { + _uniform_line_edit_changed(Object::cast_to<LineEdit>(line_edit)->get_text(), p_node_id); } void VisualShaderEditor::_port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output) { @@ -1704,6 +1723,12 @@ VisualShaderNode *VisualShaderEditor::_add_node(int p_idx, int p_op_idx) { } } + VisualShaderNodeUniform *uniform = Object::cast_to<VisualShaderNodeUniform>(vsnode.ptr()); + if (uniform) { + undo_redo->add_do_method(this, "_update_uniforms", true); + undo_redo->add_undo_method(this, "_update_uniforms", true); + } + undo_redo->commit_action(); return vsnode.ptr(); } @@ -1758,14 +1783,12 @@ void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from int from = p_from.to_int(); int to = p_to.to_int(); - //updating = true; seems graph edit can handle this, no need to protect undo_redo->create_action(TTR("Nodes Disconnected")); undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index); undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index); undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index); undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index); undo_redo->commit_action(); - //updating = false; } void VisualShaderEditor::_connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position) { @@ -1823,6 +1846,18 @@ void VisualShaderEditor::_delete_request(int which) { } // delete a node from the graph undo_redo->add_do_method(graph_plugin.ptr(), "remove_node", type, which); + + VisualShaderNodeUniform *uniform = Object::cast_to<VisualShaderNodeUniform>(node.ptr()); + if (uniform) { + undo_redo->add_do_method(this, "_update_uniforms", true); + undo_redo->add_undo_method(this, "_update_uniforms", true); + + Set<String> uniform_names; + uniform_names.insert(uniform->get_uniform_name()); + + _update_uniform_refs(uniform_names); + } + undo_redo->commit_action(); } @@ -2222,6 +2257,8 @@ void VisualShaderEditor::_delete_nodes() { } } + Set<String> uniform_names; + for (List<int>::Element *F = to_erase.front(); F; F = F->next()) { Ref<VisualShaderNode> node = visual_shader->get_node(type, F->get()); @@ -2245,6 +2282,11 @@ void VisualShaderEditor::_delete_nodes() { if (expression) { undo_redo->add_undo_method(expression, "set_expression", expression->get_expression()); } + + VisualShaderNodeUniform *uniform = Object::cast_to<VisualShaderNodeUniform>(node.ptr()); + if (uniform) { + uniform_names.insert(uniform->get_uniform_name()); + } } List<VisualShader::Connection> used_conns; @@ -2272,6 +2314,14 @@ void VisualShaderEditor::_delete_nodes() { undo_redo->add_do_method(graph_plugin.ptr(), "remove_node", type, F->get()); } + // update uniform refs if any uniform has been deleted + if (uniform_names.size() > 0) { + undo_redo->add_do_method(this, "_update_uniforms", true); + undo_redo->add_undo_method(this, "_update_uniforms", true); + + _update_uniform_refs(uniform_names); + } + undo_redo->commit_action(); } @@ -2281,37 +2331,49 @@ void VisualShaderEditor::_mode_selected(int p_id) { _update_graph(); } -void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> input, String name) { - String prev_name = input->get_input_name(); +void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> p_input, String p_name) { + String prev_name = p_input->get_input_name(); - if (name == prev_name) { + if (p_name == prev_name) { return; } - bool type_changed = input->get_input_type_by_name(name) != input->get_input_type_by_name(prev_name); + bool type_changed = p_input->get_input_type_by_name(p_name) != p_input->get_input_type_by_name(prev_name); UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo(); undo_redo->create_action(TTR("Visual Shader Input Type Changed")); - undo_redo->add_do_method(input.ptr(), "set_input_name", name); - undo_redo->add_undo_method(input.ptr(), "set_input_name", prev_name); - - if (type_changed) { - //restore connections if type changed - VisualShader::Type type = get_current_shader_type(); - int id = visual_shader->find_node_id(type, input); - List<VisualShader::Connection> conns; - visual_shader->get_node_connections(type, &conns); - for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) { - if (E->get().from_node == id) { - undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port); + undo_redo->add_do_method(p_input.ptr(), "set_input_name", p_name); + undo_redo->add_undo_method(p_input.ptr(), "set_input_name", prev_name); + + // update output port + for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) { + VisualShader::Type type = VisualShader::Type(type_id); + int id = visual_shader->find_node_id(type, p_input); + if (id != VisualShader::NODE_ID_INVALID) { + if (type_changed) { + List<VisualShader::Connection> conns; + visual_shader->get_node_connections(type, &conns); + for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) { + if (E->get().from_node == id) { + if (visual_shader->is_port_types_compatible(p_input->get_input_type_by_name(p_name), visual_shader->get_node(type, E->get().to_node)->get_input_port_type(E->get().to_port))) { + undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port); + undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port); + continue; + } + undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port); + undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port); + undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port); + undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port); + } + } } + undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id); + undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id); + break; } } - undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_graph"); - undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_graph"); - undo_redo->commit_action(); } @@ -2330,23 +2392,32 @@ void VisualShaderEditor::_uniform_select_item(Ref<VisualShaderNodeUniformRef> p_ undo_redo->add_do_method(p_uniform_ref.ptr(), "set_uniform_name", p_name); undo_redo->add_undo_method(p_uniform_ref.ptr(), "set_uniform_name", prev_name); - if (type_changed) { - //restore connections if type changed - VisualShader::Type type = get_current_shader_type(); + // update output port + for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) { + VisualShader::Type type = VisualShader::Type(type_id); int id = visual_shader->find_node_id(type, p_uniform_ref); - List<VisualShader::Connection> conns; - visual_shader->get_node_connections(type, &conns); - for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) { - if (E->get().from_node == id) { - undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port); - undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port); + if (id != VisualShader::NODE_ID_INVALID) { + if (type_changed) { + List<VisualShader::Connection> conns; + visual_shader->get_node_connections(type, &conns); + for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) { + if (E->get().from_node == id) { + if (visual_shader->is_port_types_compatible(p_uniform_ref->get_uniform_type_by_name(p_name), visual_shader->get_node(type, E->get().to_node)->get_input_port_type(E->get().to_port))) { + continue; + } + undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port); + undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port); + undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port); + undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port); + } + } } + undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id); + undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id); + break; } } - undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_graph"); - undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_graph"); - undo_redo->commit_action(); } @@ -2569,7 +2640,6 @@ void VisualShaderEditor::_update_preview() { } void VisualShaderEditor::_bind_methods() { - ClassDB::bind_method("_rebuild", &VisualShaderEditor::_rebuild); ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph); ClassDB::bind_method("_update_options_menu", &VisualShaderEditor::_update_options_menu); ClassDB::bind_method("_add_node", &VisualShaderEditor::_add_node); @@ -3434,8 +3504,8 @@ public: } } if (p_property != "constant") { - undo_redo->add_do_method(VisualShaderEditor::get_singleton()->get_graph_plugin(), "update_property_editor_deferred", shader_type, node_id); - undo_redo->add_undo_method(VisualShaderEditor::get_singleton()->get_graph_plugin(), "update_property_editor_deferred", shader_type, node_id); + undo_redo->add_do_method(VisualShaderEditor::get_singleton()->get_graph_plugin(), "update_node_deferred", shader_type, node_id); + undo_redo->add_undo_method(VisualShaderEditor::get_singleton()->get_graph_plugin(), "update_node_deferred", shader_type, node_id); } undo_redo->commit_action(); diff --git a/editor/plugins/visual_shader_editor_plugin.h b/editor/plugins/visual_shader_editor_plugin.h index 056d4c6a11..531a117156 100644 --- a/editor/plugins/visual_shader_editor_plugin.h +++ b/editor/plugins/visual_shader_editor_plugin.h @@ -71,6 +71,7 @@ private: Map<int, InputPort> input_ports; Map<int, Port> output_ports; VBoxContainer *preview_box; + LineEdit *uniform_name; }; Ref<VisualShader> visual_shader; @@ -86,11 +87,14 @@ public: void set_connections(List<VisualShader::Connection> &p_connections); void register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node); void register_output_port(int p_id, int p_port, TextureButton *p_button); + void register_uniform_name(int p_id, LineEdit *p_uniform_name); void clear_links(); void set_shader_type(VisualShader::Type p_type); bool is_preview_visible(int p_id) const; bool is_dirty() const; void make_dirty(bool p_enabled); + void update_node(VisualShader::Type p_type, int p_id); + void update_node_deferred(VisualShader::Type p_type, int p_node_id); void add_node(VisualShader::Type p_type, int p_id); void remove_node(VisualShader::Type p_type, int p_id); void connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port); @@ -99,10 +103,10 @@ public: void set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position); void set_node_size(VisualShader::Type p_type, int p_id, const Vector2 &p_size); void refresh_node_ports(VisualShader::Type p_type, int p_node); - void update_property_editor(VisualShader::Type p_type, int p_node_id); - void update_property_editor_deferred(VisualShader::Type p_type, int p_node_id); void set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, Variant p_value); void register_default_input_button(int p_node_id, int p_port_id, Button *p_button); + void update_uniform_refs(); + void set_uniform_name(VisualShader::Type p_type, int p_node_id, const String &p_name); VisualShader::Type get_shader_type() const; VisualShaderGraphPlugin(); @@ -241,6 +245,8 @@ class VisualShaderEditor : public VBoxContainer { int custom_node_option_idx; List<String> keyword_list; + List<VisualShaderNodeUniformRef> uniform_refs; + void _draw_color_over_button(Object *obj, Color p_color); void _add_custom_node(const String &p_path); @@ -282,8 +288,8 @@ class VisualShaderEditor : public VBoxContainer { void _connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position); void _connection_from_empty(const String &p_to, int p_to_slot, const Vector2 &p_release_position); - void _line_edit_changed(const String &p_text, Object *line_edit, int p_node_id); - void _line_edit_focus_out(Object *line_edit, int p_node_id); + void _uniform_line_edit_changed(const String &p_text, int p_node_id); + void _uniform_line_edit_focus_out(Object *line_edit, int p_node_id); void _port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output); @@ -306,7 +312,6 @@ class VisualShaderEditor : public VBoxContainer { Ref<VisualShaderGraphPlugin> graph_plugin; void _mode_selected(int p_id); - void _rebuild(); void _input_select_item(Ref<VisualShaderNodeInput> input, String name); void _uniform_select_item(Ref<VisualShaderNodeUniformRef> p_uniform, String p_name); @@ -347,7 +352,8 @@ class VisualShaderEditor : public VBoxContainer { bool _is_available(int p_mode); void _update_created_node(GraphNode *node); - void _update_uniforms(); + void _update_uniforms(bool p_update_refs); + void _update_uniform_refs(Set<String> &p_names); protected: void _notification(int p_what); diff --git a/methods.py b/methods.py index 8f14de6dac..555d9fa594 100644 --- a/methods.py +++ b/methods.py @@ -534,13 +534,28 @@ def generate_vs_project(env, num_jobs): common_build_prefix = [ 'cmd /V /C set "plat=$(PlatformTarget)"', '(if "$(PlatformTarget)"=="x64" (set "plat=x86_amd64"))', - 'set "tools=yes"', + 'set "tools=%s"' % env["tools"], '(if "$(Configuration)"=="release" (set "tools=no"))', - 'set "custom_modules=%s"' % env["custom_modules"], 'call "' + batch_file + '" !plat!', ] - result = " ^& ".join(common_build_prefix + [commands]) + # windows allows us to have spaces in paths, so we need + # to double quote off the directory. However, the path ends + # in a backslash, so we need to remove this, lest it escape the + # last double quote off, confusing MSBuild + common_build_postfix = [ + "--directory=\"$(ProjectDir.TrimEnd('\\'))\"", + "platform=windows", + "target=$(Configuration)", + "progress=no", + "tools=!tools!", + "-j%s" % num_jobs, + ] + + if env["custom_modules"]: + common_build_postfix.append("custom_modules=%s" % env["custom_modules"]) + + result = " ^& ".join(common_build_prefix + [" ".join([commands] + common_build_postfix)]) return result env.AddToVSProject(env.core_sources) @@ -550,22 +565,9 @@ def generate_vs_project(env, num_jobs): env.AddToVSProject(env.servers_sources) env.AddToVSProject(env.editor_sources) - # windows allows us to have spaces in paths, so we need - # to double quote off the directory. However, the path ends - # in a backslash, so we need to remove this, lest it escape the - # last double quote off, confusing MSBuild - env["MSVSBUILDCOM"] = build_commandline( - "scons --directory=\"$(ProjectDir.TrimEnd('\\'))\" platform=windows progress=no target=$(Configuration)" - " tools=!tools! custom_modules=!custom_modules! -j" + str(num_jobs) - ) - env["MSVSREBUILDCOM"] = build_commandline( - "scons --directory=\"$(ProjectDir.TrimEnd('\\'))\" platform=windows progress=no target=$(Configuration)" - " tools=!tools! custom_modules=!custom_modules! vsproj=yes -j" + str(num_jobs) - ) - env["MSVSCLEANCOM"] = build_commandline( - "scons --directory=\"$(ProjectDir.TrimEnd('\\'))\" --clean platform=windows progress=no" - " target=$(Configuration) tools=!tools! custom_modules=!custom_modules! -j" + str(num_jobs) - ) + env["MSVSBUILDCOM"] = build_commandline("scons") + env["MSVSREBUILDCOM"] = build_commandline("scons vsproj=yes") + env["MSVSCLEANCOM"] = build_commandline("scons --clean") # This version information (Win32, x64, Debug, Release, Release_Debug seems to be # required for Visual Studio to understand that it needs to generate an NMAKE diff --git a/modules/bullet/bullet_types_converter.cpp b/modules/bullet/bullet_types_converter.cpp index c9493d8892..7ecad9b78a 100644 --- a/modules/bullet/bullet_types_converter.cpp +++ b/modules/bullet/bullet_types_converter.cpp @@ -95,12 +95,61 @@ void G_TO_B(Transform const &inVal, btTransform &outVal) { } void UNSCALE_BT_BASIS(btTransform &scaledBasis) { - btMatrix3x3 &m(scaledBasis.getBasis()); - btVector3 column0(m[0][0], m[1][0], m[2][0]); - btVector3 column1(m[0][1], m[1][1], m[2][1]); - btVector3 column2(m[0][2], m[1][2], m[2][2]); + btMatrix3x3 &basis(scaledBasis.getBasis()); + btVector3 column0 = basis.getColumn(0); + btVector3 column1 = basis.getColumn(1); + btVector3 column2 = basis.getColumn(2); + + // Check for zero scaling. + if (btFuzzyZero(column0[0])) { + if (btFuzzyZero(column1[1])) { + if (btFuzzyZero(column2[2])) { + // All dimensions are fuzzy zero. Create a default basis. + column0 = btVector3(1, 0, 0); + column1 = btVector3(0, 1, 0); + column2 = btVector3(0, 0, 1); + } else { // Column 2 scale not fuzzy zero. + // Create two vectors orthogonal to row 2. + // Ensure that a default basis is created if row 2 = <0, 0, 1> + column1 = btVector3(0, column2[2], -column2[1]); + column0 = column1.cross(column2); + } + } else { // Column 1 scale not fuzzy zero. + if (btFuzzyZero(column2[2])) { + // Create two vectors othogonal to column 1. + // Ensure that a default basis is created if column 1 = <0, 1, 0> + column0 = btVector3(column1[1], -column1[0], 0); + column2 = column0.cross(column1); + } else { // Column 1 and column 2 scales not fuzzy zero. + // Create column 0 orthogonal to column 1 and column 2. + column0 = column1.cross(column2); + } + } + } else { // Column 0 scale not fuzzy zero. + if (btFuzzyZero(column1[1])) { + if (btFuzzyZero(column2[2])) { + // Create two vectors orthogonal to column 0. + // Ensure that a default basis is created if column 0 = <1, 0, 0> + column2 = btVector3(-column0[2], 0, column0[0]); + column1 = column2.cross(column0); + } else { // Column 0 and column 2 scales not fuzzy zero. + // Create column 1 orthogonal to column 0 and column 2. + column1 = column2.cross(column0); + } + } else { // Column 0 and column 1 scales not fuzzy zero. + if (btFuzzyZero(column2[2])) { + // Create column 2 orthogonal to column 0 and column 1. + column2 = column0.cross(column1); + } + } + } + + // Normalize column0.normalize(); column1.normalize(); column2.normalize(); - m.setValue(column0[0], column1[0], column2[0], column0[1], column1[1], column2[1], column0[2], column1[2], column2[2]); + + basis.setValue(column0[0], column1[0], column2[0], + column0[1], column1[1], column2[1], + column0[2], column1[2], column2[2]); } diff --git a/scene/resources/physics_material.cpp b/scene/resources/physics_material.cpp index 2a5cd1101a..59bf8c0e13 100644 --- a/scene/resources/physics_material.cpp +++ b/scene/resources/physics_material.cpp @@ -43,9 +43,9 @@ void PhysicsMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_absorbent", "absorbent"), &PhysicsMaterial::set_absorbent); ClassDB::bind_method(D_METHOD("is_absorbent"), &PhysicsMaterial::is_absorbent); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "friction"), "set_friction", "get_friction"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_friction", "get_friction"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "rough"), "set_rough", "is_rough"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bounce"), "set_bounce", "get_bounce"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_bounce", "get_bounce"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "absorbent"), "set_absorbent", "is_absorbent"); } diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index 803ab265d4..b8d2003e68 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -101,6 +101,14 @@ bool VisualShaderNode::is_code_generated() const { return true; } +bool VisualShaderNode::is_show_prop_names() const { + return false; +} + +bool VisualShaderNode::is_use_prop_slots() const { + return false; +} + Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const { return Vector<VisualShader::DefaultTextureParam>(); } @@ -2123,6 +2131,15 @@ void VisualShaderNodeUniformRef::clear_uniforms() { uniforms.clear(); } +bool VisualShaderNodeUniformRef::has_uniform(const String &p_name) { + for (List<VisualShaderNodeUniformRef::Uniform>::Element *E = uniforms.front(); E; E = E->next()) { + if (E->get().name == p_name) { + return true; + } + } + return false; +} + String VisualShaderNodeUniformRef::get_caption() const { return "UniformRef"; } @@ -2140,10 +2157,6 @@ String VisualShaderNodeUniformRef::get_input_port_name(int p_port) const { } int VisualShaderNodeUniformRef::get_output_port_count() const { - if (uniform_name == "[None]") { - return 0; - } - switch (uniform_type) { case UniformType::UNIFORM_TYPE_FLOAT: return 1; @@ -2162,7 +2175,7 @@ int VisualShaderNodeUniformRef::get_output_port_count() const { default: break; } - return 0; + return 1; } VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_output_port_type(int p_port) const { @@ -2222,8 +2235,8 @@ String VisualShaderNodeUniformRef::get_output_port_name(int p_port) const { void VisualShaderNodeUniformRef::set_uniform_name(const String &p_name) { uniform_name = p_name; - if (p_name != "[None]") { - uniform_type = get_uniform_type_by_name(p_name); + if (uniform_name != "[None]") { + uniform_type = get_uniform_type_by_name(uniform_name); } else { uniform_type = UniformType::UNIFORM_TYPE_FLOAT; } @@ -2264,6 +2277,9 @@ VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_ String VisualShaderNodeUniformRef::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { switch (uniform_type) { case UniformType::UNIFORM_TYPE_FLOAT: + if (uniform_name == "[None]") { + return "\t" + p_output_vars[0] + " = 0.0;\n"; + } return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; case UniformType::UNIFORM_TYPE_INT: return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; @@ -2286,16 +2302,29 @@ String VisualShaderNodeUniformRef::generate_code(Shader::Mode p_mode, VisualShad return ""; } +void VisualShaderNodeUniformRef::_set_uniform_type(int p_uniform_type) { + uniform_type = (UniformType)p_uniform_type; +} + +int VisualShaderNodeUniformRef::_get_uniform_type() const { + return (int)uniform_type; +} + void VisualShaderNodeUniformRef::_bind_methods() { ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniformRef::set_uniform_name); ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniformRef::get_uniform_name); + ClassDB::bind_method(D_METHOD("_set_uniform_type", "type"), &VisualShaderNodeUniformRef::_set_uniform_type); + ClassDB::bind_method(D_METHOD("_get_uniform_type"), &VisualShaderNodeUniformRef::_get_uniform_type); + ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name", PROPERTY_HINT_ENUM, ""), "set_uniform_name", "get_uniform_name"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "uniform_type", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_uniform_type", "_get_uniform_type"); } Vector<StringName> VisualShaderNodeUniformRef::get_editable_properties() const { Vector<StringName> props; props.push_back("uniform_name"); + props.push_back("uniform_type"); return props; } @@ -2700,6 +2729,7 @@ void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const Strin } _apply_port_changes(); + emit_changed(); } void VisualShaderNodeGroupBase::remove_input_port(int p_id) { @@ -2724,6 +2754,7 @@ void VisualShaderNodeGroupBase::remove_input_port(int p_id) { } _apply_port_changes(); + emit_changed(); } int VisualShaderNodeGroupBase::get_input_port_count() const { @@ -2768,6 +2799,7 @@ void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const Stri } _apply_port_changes(); + emit_changed(); } void VisualShaderNodeGroupBase::remove_output_port(int p_id) { @@ -2792,6 +2824,7 @@ void VisualShaderNodeGroupBase::remove_output_port(int p_id) { } _apply_port_changes(); + emit_changed(); } int VisualShaderNodeGroupBase::get_output_port_count() const { @@ -2838,6 +2871,7 @@ void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) { inputs = inputs.insert(index, itos(p_type)); _apply_port_changes(); + emit_changed(); } VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_input_port_type(int p_id) const { @@ -2873,6 +2907,7 @@ void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_na inputs = inputs.insert(index, p_name); _apply_port_changes(); + emit_changed(); } String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const { @@ -2908,6 +2943,7 @@ void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) { outputs = outputs.insert(index, itos(p_type)); _apply_port_changes(); + emit_changed(); } VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_output_port_type(int p_id) const { @@ -2943,6 +2979,7 @@ void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_n outputs = outputs.insert(index, p_name); _apply_port_changes(); + emit_changed(); } String VisualShaderNodeGroupBase::get_output_port_name(int p_id) const { @@ -3053,6 +3090,7 @@ String VisualShaderNodeExpression::get_caption() const { void VisualShaderNodeExpression::set_expression(const String &p_expression) { expression = p_expression; + emit_changed(); } String VisualShaderNodeExpression::get_expression() const { diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h index 513a17b024..e7d74b6c17 100644 --- a/scene/resources/visual_shader.h +++ b/scene/resources/visual_shader.h @@ -242,6 +242,8 @@ public: virtual bool is_generate_input_var(int p_port) const; virtual bool is_code_generated() const; + virtual bool is_show_prop_names() const; + virtual bool is_use_prop_slots() const; virtual Vector<StringName> get_editable_properties() const; @@ -454,6 +456,7 @@ protected: public: static void add_uniform(const String &p_name, UniformType p_type); static void clear_uniforms(); + static bool has_uniform(const String &p_name); public: virtual String get_caption() const override; @@ -469,6 +472,9 @@ public: void set_uniform_name(const String &p_name); String get_uniform_name() const; + void _set_uniform_type(int p_uniform_type); + int _get_uniform_type() const; + int get_uniforms_count() const; String get_uniform_name_by_index(int p_idx) const; UniformType get_uniform_type_by_name(const String &p_name) const; diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index 0e10682daf..cffe0bb5cd 100644 --- a/scene/resources/visual_shader_nodes.cpp +++ b/scene/resources/visual_shader_nodes.cpp @@ -3490,6 +3490,14 @@ String VisualShaderNodeFloatUniform::generate_code(Shader::Mode p_mode, VisualSh return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; } +bool VisualShaderNodeFloatUniform::is_show_prop_names() const { + return true; +} + +bool VisualShaderNodeFloatUniform::is_use_prop_slots() const { + return true; +} + void VisualShaderNodeFloatUniform::set_hint(Hint p_hint) { hint = p_hint; emit_changed(); @@ -3649,6 +3657,14 @@ String VisualShaderNodeIntUniform::generate_code(Shader::Mode p_mode, VisualShad return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; } +bool VisualShaderNodeIntUniform::is_show_prop_names() const { + return true; +} + +bool VisualShaderNodeIntUniform::is_use_prop_slots() const { + return true; +} + void VisualShaderNodeIntUniform::set_hint(Hint p_hint) { hint = p_hint; emit_changed(); @@ -3823,6 +3839,14 @@ String VisualShaderNodeBooleanUniform::generate_code(Shader::Mode p_mode, Visual return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; } +bool VisualShaderNodeBooleanUniform::is_show_prop_names() const { + return true; +} + +bool VisualShaderNodeBooleanUniform::is_use_prop_slots() const { + return true; +} + void VisualShaderNodeBooleanUniform::_bind_methods() { ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanUniform::set_default_value_enabled); ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanUniform::is_default_value_enabled); @@ -3913,6 +3937,10 @@ String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualSh return code; } +bool VisualShaderNodeColorUniform::is_show_prop_names() const { + return true; +} + void VisualShaderNodeColorUniform::_bind_methods() { ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorUniform::set_default_value_enabled); ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorUniform::is_default_value_enabled); @@ -4012,6 +4040,14 @@ void VisualShaderNodeVec3Uniform::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "default_value"), "set_default_value", "get_default_value"); } +bool VisualShaderNodeVec3Uniform::is_show_prop_names() const { + return true; +} + +bool VisualShaderNodeVec3Uniform::is_use_prop_slots() const { + return true; +} + bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const { return true; // all qualifiers are supported } @@ -4104,6 +4140,14 @@ void VisualShaderNodeTransformUniform::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "default_value"), "set_default_value", "get_default_value"); } +bool VisualShaderNodeTransformUniform::is_show_prop_names() const { + return true; +} + +bool VisualShaderNodeTransformUniform::is_use_prop_slots() const { + return true; +} + bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const { return true; // all qualifiers are supported } diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h index 06ad42adf5..1c986d1ef4 100644 --- a/scene/resources/visual_shader_nodes.h +++ b/scene/resources/visual_shader_nodes.h @@ -1529,6 +1529,9 @@ public: virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + virtual bool is_show_prop_names() const override; + virtual bool is_use_prop_slots() const override; + void set_hint(Hint p_hint); Hint get_hint() const; @@ -1591,6 +1594,9 @@ public: virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + virtual bool is_show_prop_names() const override; + virtual bool is_use_prop_slots() const override; + void set_hint(Hint p_hint); Hint get_hint() const; @@ -1644,6 +1650,9 @@ public: virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + virtual bool is_show_prop_names() const override; + virtual bool is_use_prop_slots() const override; + void set_default_value_enabled(bool p_enabled); bool is_default_value_enabled() const; @@ -1683,6 +1692,8 @@ public: virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + virtual bool is_show_prop_names() const override; + void set_default_value_enabled(bool p_enabled); bool is_default_value_enabled() const; @@ -1722,6 +1733,9 @@ public: virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + virtual bool is_show_prop_names() const override; + virtual bool is_use_prop_slots() const override; + void set_default_value_enabled(bool p_enabled); bool is_default_value_enabled() const; @@ -1761,6 +1775,9 @@ public: virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + virtual bool is_show_prop_names() const override; + virtual bool is_use_prop_slots() const override; + void set_default_value_enabled(bool p_enabled); bool is_default_value_enabled() const; diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp index 28c41fb2dc..6c835fcadf 100644 --- a/servers/rendering/shader_language.cpp +++ b/servers/rendering/shader_language.cpp @@ -6099,6 +6099,14 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct case TK_UNIFORM: case TK_VARYING: { bool uniform = tk.type == TK_UNIFORM; + + if (!uniform) { + if (shader_type_identifier == "particles" || shader_type_identifier == "sky") { + _set_error(vformat("Varyings cannot be used in '%s' shaders!", shader_type_identifier)); + return ERR_PARSE_ERROR; + } + } + DataPrecision precision = PRECISION_DEFAULT; DataInterpolation interpolation = INTERPOLATION_SMOOTH; DataType type; |