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-rw-r--r--editor/plugins/visual_shader_editor_plugin.cpp23
-rw-r--r--editor/plugins/visual_shader_editor_plugin.h6
-rw-r--r--scene/resources/visual_shader.cpp2
3 files changed, 23 insertions, 8 deletions
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp
index ede8351e41..155ecf8c2e 100644
--- a/editor/plugins/visual_shader_editor_plugin.cpp
+++ b/editor/plugins/visual_shader_editor_plugin.cpp
@@ -258,7 +258,7 @@ void VisualShaderGraphPlugin::show_port_preview(VisualShader::Type p_type, int p
vbox->add_child(offset);
VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview);
- port_preview->setup(visual_shader, editor->preview_material, visual_shader->get_shader_type(), p_node_id, p_port_id, p_is_valid);
+ port_preview->setup(visual_shader, editor->preview_material, visual_shader->get_shader_type(), links[p_node_id].output_ports[p_port_id].type == VisualShaderNode::PORT_TYPE_VECTOR_4D, p_node_id, p_port_id, p_is_valid);
port_preview->set_h_size_flags(Control::SIZE_SHRINK_CENTER);
vbox->add_child(port_preview);
link.preview_visible = true;
@@ -554,8 +554,8 @@ void VisualShaderGraphPlugin::register_link(VisualShader::Type p_type, int p_id,
links.insert(p_id, { p_type, p_visual_node, p_graph_element, p_visual_node->get_output_port_for_preview() != -1, -1, HashMap<int, InputPort>(), HashMap<int, Port>(), nullptr, nullptr, nullptr, { nullptr, nullptr, nullptr } });
}
-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_output_port(int p_node_id, int p_port, VisualShaderNode::PortType p_port_type, TextureButton *p_button) {
+ links[p_node_id].output_ports.insert(p_port, { p_port_type, p_button });
}
void VisualShaderGraphPlugin::register_parameter_name(int p_node_id, LineEdit *p_parameter_name) {
@@ -1220,7 +1220,7 @@ void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id, bool
preview->set_texture_pressed(editor->get_editor_theme_icon(SNAME("GuiVisibilityVisible")));
preview->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
- register_output_port(p_id, j, preview);
+ register_output_port(p_id, j, port_right, preview);
preview->connect(SceneStringName(pressed), callable_mp(editor, &VisualShaderEditor::_preview_select_port).bind(p_id, j), CONNECT_DEFERRED);
hb->add_child(preview);
@@ -8032,7 +8032,15 @@ void VisualShaderNodePortPreview::_shader_changed() {
set_material(mat);
}
-void VisualShaderNodePortPreview::setup(const Ref<VisualShader> &p_shader, Ref<ShaderMaterial> &p_preview_material, VisualShader::Type p_type, int p_node, int p_port, bool p_is_valid) {
+void VisualShaderNodePortPreview::setup(const Ref<VisualShader> &p_shader, Ref<ShaderMaterial> &p_preview_material, VisualShader::Type p_type, bool p_has_transparency, int p_node, int p_port, bool p_is_valid) {
+ if (p_has_transparency) {
+ checkerboard = memnew(TextureRect);
+ checkerboard->set_stretch_mode(TextureRect::STRETCH_TILE);
+ checkerboard->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT);
+ checkerboard->set_draw_behind_parent(true);
+ add_child(checkerboard);
+ }
+
shader = p_shader;
shader->connect_changed(callable_mp(this, &VisualShaderNodePortPreview::_shader_changed), CONNECT_DEFERRED);
preview_mat = p_preview_material;
@@ -8051,6 +8059,11 @@ Size2 VisualShaderNodePortPreview::get_minimum_size() const {
void VisualShaderNodePortPreview::_notification(int p_what) {
switch (p_what) {
+ case NOTIFICATION_THEME_CHANGED: {
+ if (checkerboard != nullptr) {
+ checkerboard->set_texture(get_theme_icon(SNAME("GuiMiniCheckerboard"), EditorStringName(EditorIcons)));
+ }
+ } break;
case NOTIFICATION_DRAW: {
Vector<Vector2> points = {
Vector2(),
diff --git a/editor/plugins/visual_shader_editor_plugin.h b/editor/plugins/visual_shader_editor_plugin.h
index 3b2ad33304..d3dc2e7564 100644
--- a/editor/plugins/visual_shader_editor_plugin.h
+++ b/editor/plugins/visual_shader_editor_plugin.h
@@ -107,6 +107,7 @@ private:
};
struct Port {
+ VisualShaderNode::PortType type = VisualShaderNode::PORT_TYPE_SCALAR;
TextureButton *preview_button = nullptr;
};
@@ -141,7 +142,7 @@ public:
void register_shader(VisualShader *p_visual_shader);
void set_connections(const List<VisualShader::Connection> &p_connections);
void register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphElement *p_graph_element);
- void register_output_port(int p_id, int p_port, TextureButton *p_button);
+ void register_output_port(int p_id, int p_port, VisualShaderNode::PortType p_port_type, TextureButton *p_button);
void register_parameter_name(int p_id, LineEdit *p_parameter_name);
void register_default_input_button(int p_node_id, int p_port_id, Button *p_button);
void register_expression_edit(int p_node_id, CodeEdit *p_expression_edit);
@@ -680,6 +681,7 @@ public:
class VisualShaderNodePortPreview : public Control {
GDCLASS(VisualShaderNodePortPreview, Control);
+ TextureRect *checkerboard = nullptr;
Ref<VisualShader> shader;
Ref<ShaderMaterial> preview_mat;
VisualShader::Type type = VisualShader::Type::TYPE_MAX;
@@ -692,7 +694,7 @@ protected:
public:
virtual Size2 get_minimum_size() const override;
- void setup(const Ref<VisualShader> &p_shader, Ref<ShaderMaterial> &p_preview_material, VisualShader::Type p_type, int p_node, int p_port, bool p_is_valid);
+ void setup(const Ref<VisualShader> &p_shader, Ref<ShaderMaterial> &p_preview_material, VisualShader::Type p_type, bool p_has_transparency, int p_node, int p_port, bool p_is_valid);
};
class VisualShaderConversionPlugin : public EditorResourceConversionPlugin {
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index d0e55f4065..933e990920 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -1560,7 +1560,7 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port
shader_code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
- shader_code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ".xyz;\n";
+ shader_code += " COLOR = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
} break;
default: {
shader_code += " COLOR.rgb = vec3(0.0);\n";