diff options
Diffstat (limited to 'editor/plugins/visual_shader_editor_plugin.cpp')
| -rw-r--r-- | editor/plugins/visual_shader_editor_plugin.cpp | 1558 |
1 files changed, 923 insertions, 635 deletions
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp index 53bd1150ec..e34f0855b2 100644 --- a/editor/plugins/visual_shader_editor_plugin.cpp +++ b/editor/plugins/visual_shader_editor_plugin.cpp @@ -60,6 +60,579 @@ void VisualShaderNodePlugin::_bind_methods() { /////////////////// +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) { + Ref<StyleBoxEmpty> style(memnew(StyleBoxEmpty)); + style->set_default_margin(MARGIN_LEFT, p_margin_left * EDSCALE); + style->set_default_margin(MARGIN_RIGHT, p_margin_right * EDSCALE); + style->set_default_margin(MARGIN_BOTTOM, p_margin_bottom * EDSCALE); + style->set_default_margin(MARGIN_TOP, p_margin_top * EDSCALE); + return style; +} + +/////////////////// + +VisualShaderGraphPlugin::VisualShaderGraphPlugin() { +} + +void VisualShaderGraphPlugin::_bind_methods() { + ClassDB::bind_method("add_node", &VisualShaderGraphPlugin::add_node); + ClassDB::bind_method("remove_node", &VisualShaderGraphPlugin::remove_node); + ClassDB::bind_method("connect_nodes", &VisualShaderGraphPlugin::connect_nodes); + ClassDB::bind_method("disconnect_nodes", &VisualShaderGraphPlugin::disconnect_nodes); + 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("set_input_port_default_value", &VisualShaderGraphPlugin::set_input_port_default_value); +} + +void VisualShaderGraphPlugin::register_shader(VisualShader *p_shader) { + visual_shader = Ref<VisualShader>(p_shader); +} + +void VisualShaderGraphPlugin::set_connections(List<VisualShader::Connection> &p_connections) { + connections = p_connections; +} + +void VisualShaderGraphPlugin::show_port_preview(VisualShader::Type p_type, int p_node_id, int p_port_id) { + if (visual_shader->get_shader_type() == p_type && links.has(p_node_id)) { + for (Map<int, Port>::Element *E = links[p_node_id].output_ports.front(); E; E = E->next()) { + E->value().preview_button->set_pressed(false); + } + + if (links[p_node_id].preview_visible && !is_dirty() && links[p_node_id].preview_box != nullptr) { + links[p_node_id].graph_node->remove_child(links[p_node_id].preview_box); + memdelete(links[p_node_id].preview_box); + links[p_node_id].graph_node->set_size(Vector2(-1, -1)); + links[p_node_id].preview_visible = false; + } + + if (p_port_id != -1) { + if (is_dirty()) { + links[p_node_id].preview_pos = links[p_node_id].graph_node->get_child_count(); + } + + VBoxContainer *vbox = memnew(VBoxContainer); + links[p_node_id].graph_node->add_child(vbox); + if (links[p_node_id].preview_pos != -1) { + links[p_node_id].graph_node->move_child(vbox, links[p_node_id].preview_pos); + } + + Control *offset = memnew(Control); + offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE)); + vbox->add_child(offset); + + VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview); + port_preview->setup(visual_shader, visual_shader->get_shader_type(), p_node_id, p_port_id); + port_preview->set_h_size_flags(Control::SIZE_SHRINK_CENTER); + vbox->add_child(port_preview); + links[p_node_id].preview_visible = true; + links[p_node_id].preview_box = vbox; + links[p_node_id].output_ports[p_port_id].preview_button->set_pressed(true); + } + } +} + +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_property_editor(VisualShader::Type p_type, int p_node_id) { + if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) { + return; + } + remove_node(p_type, p_node_id); + add_node(p_type, p_node_id); +} + +void VisualShaderGraphPlugin::set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, Variant p_value) { + if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) { + return; + } + + Button *button = links[p_node_id].input_ports[p_port_id].default_input_button; + + switch (p_value.get_type()) { + case Variant::COLOR: { + button->set_custom_minimum_size(Size2(30, 0) * EDSCALE); + if (!button->is_connected("draw", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_draw_color_over_button))) { + button->connect("draw", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_draw_color_over_button), varray(button, p_value)); + } + } break; + case Variant::BOOL: { + button->set_text(((bool)p_value) ? "true" : "false"); + } break; + case Variant::INT: + case Variant::FLOAT: { + button->set_text(String::num(p_value, 4)); + } break; + case Variant::VECTOR3: { + Vector3 v = p_value; + button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3)); + } break; + default: { + } + } +} + +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 }); +} + +VisualShader::Type VisualShaderGraphPlugin::get_shader_type() const { + return visual_shader->get_shader_type(); +} + +void VisualShaderGraphPlugin::set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position) { + if (visual_shader->get_shader_type() == p_type && links.has(p_id)) { + links[p_id].graph_node->set_offset(p_position); + } +} + +void VisualShaderGraphPlugin::set_node_size(VisualShader::Type p_type, int p_id, const Vector2 &p_size) { + if (visual_shader->get_shader_type() == p_type && links.has(p_id)) { + links[p_id].graph_node->set_size(p_size); + } +} + +bool VisualShaderGraphPlugin::is_preview_visible(int p_id) const { + return links[p_id].preview_visible; +} + +void VisualShaderGraphPlugin::clear_links() { + links.clear(); +} + +bool VisualShaderGraphPlugin::is_dirty() const { + return dirty; +} + +void VisualShaderGraphPlugin::make_dirty(bool p_enabled) { + dirty = 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 }); +} + +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::add_node(VisualShader::Type p_type, int p_id) { + if (p_type != visual_shader->get_shader_type()) { + return; + } + + Control *offset; + + static Ref<StyleBoxEmpty> label_style = make_empty_stylebox(2, 1, 2, 1); + + static const Color type_color[6] = { + Color(0.38, 0.85, 0.96), // scalar (float) + Color(0.49, 0.78, 0.94), // scalar (int) + Color(0.84, 0.49, 0.93), // vector + Color(0.55, 0.65, 0.94), // boolean + Color(0.96, 0.66, 0.43), // transform + Color(1.0, 1.0, 0.0), // sampler + }; + + Ref<VisualShaderNode> vsnode = visual_shader->get_node(p_type, p_id); + + Ref<VisualShaderNodeGroupBase> group_node = Object::cast_to<VisualShaderNodeGroupBase>(vsnode.ptr()); + bool is_group = !group_node.is_null(); + Size2 size = Size2(0, 0); + + Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(group_node.ptr()); + bool is_expression = !expression_node.is_null(); + String expression = ""; + + GraphNode *node = memnew(GraphNode); + register_link(p_type, p_id, vsnode.ptr(), node); + + if (is_group) { + size = group_node->get_size(); + + node->set_resizable(true); + node->connect("resize_request", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_node_resized), varray((int)p_type, p_id)); + } + if (is_expression) { + expression = expression_node->get_expression(); + } + + node->set_offset(visual_shader->get_node_position(p_type, p_id)); + node->set_title(vsnode->get_caption()); + node->set_name(itos(p_id)); + + if (p_id >= 2) { + node->set_show_close_button(true); + node->connect("close_request", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_delete_request), varray(p_id), CONNECT_DEFERRED); + } + + node->connect("dragged", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_node_dragged), varray(p_id)); + + Control *custom_editor = nullptr; + int port_offset = 0; + + if (is_group) { + port_offset += 2; + } + + 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); + 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); + } + + 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()) { + return; + } + } + port_offset++; + } + + for (int i = 0; i < VisualShaderEditor::get_singleton()->plugins.size(); i++) { + vsnode->set_meta("id", p_id); + vsnode->set_meta("shader_type", (int)p_type); + custom_editor = VisualShaderEditor::get_singleton()->plugins.write[i]->create_editor(visual_shader, vsnode); + vsnode->remove_meta("id"); + vsnode->remove_meta("shader_type"); + if (custom_editor) { + 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) == "")) { + //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); + return; + } + custom_editor = nullptr; + } + + if (is_group) { + offset = memnew(Control); + offset->set_custom_minimum_size(Size2(0, 6 * EDSCALE)); + node->add_child(offset); + + 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", 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); + hb2->add_child(add_input_btn); + + hb2->add_spacer(); + + Button *add_output_btn = memnew(Button); + add_output_btn->set_text(TTR("Add Output")); + 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); + hb2->add_child(add_output_btn); + + node->add_child(hb2); + } + } + + for (int i = 0; i < MAX(vsnode->get_input_port_count(), vsnode->get_output_port_count()); i++) { + if (vsnode->is_port_separator(i)) { + node->add_child(memnew(HSeparator)); + port_offset++; + } + + bool valid_left = i < vsnode->get_input_port_count(); + VisualShaderNode::PortType port_left = VisualShaderNode::PORT_TYPE_SCALAR; + bool port_left_used = false; + String name_left; + if (valid_left) { + name_left = vsnode->get_input_port_name(i); + port_left = vsnode->get_input_port_type(i); + for (List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) { + if (E->get().to_node == p_id && E->get().to_port == i) { + port_left_used = true; + } + } + } + + bool valid_right = i < vsnode->get_output_port_count(); + VisualShaderNode::PortType port_right = VisualShaderNode::PORT_TYPE_SCALAR; + String name_right; + if (valid_right) { + name_right = vsnode->get_output_port_name(i); + port_right = vsnode->get_output_port_type(i); + } + + HBoxContainer *hb = memnew(HBoxContainer); + hb->add_theme_constant_override("separation", 7 * EDSCALE); + + Variant default_value; + + if (valid_left && !port_left_used) { + default_value = vsnode->get_input_port_default_value(i); + } + + Button *button = memnew(Button); + hb->add_child(button); + register_default_input_button(p_id, i, button); + button->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_edit_port_default_input), varray(button, p_id, i)); + if (default_value.get_type() != Variant::NIL) { // only a label + set_input_port_default_value(p_type, p_id, i, default_value); + } else { + button->hide(); + } + + if (i == 0 && custom_editor) { + hb->add_child(custom_editor); + custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL); + } else { + if (valid_left) { + if (is_group) { + OptionButton *type_box = memnew(OptionButton); + hb->add_child(type_box); + type_box->add_item(TTR("Float")); + type_box->add_item(TTR("Int")); + type_box->add_item(TTR("Vector")); + type_box->add_item(TTR("Boolean")); + type_box->add_item(TTR("Transform")); + type_box->add_item(TTR("Sampler")); + type_box->select(group_node->get_input_port_type(i)); + type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0)); + type_box->connect("item_selected", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_change_input_port_type), varray(p_id, i), CONNECT_DEFERRED); + + LineEdit *name_box = memnew(LineEdit); + hb->add_child(name_box); + name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0)); + name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL); + name_box->set_text(name_left); + name_box->connect("text_entered", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_change_input_port_name), varray(name_box, p_id, i)); + name_box->connect("focus_exited", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_port_name_focus_out), varray(name_box, p_id, i, false)); + + Button *remove_btn = memnew(Button); + remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Remove", "EditorIcons")); + remove_btn->set_tooltip(TTR("Remove") + " " + name_left); + remove_btn->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_remove_input_port), varray(p_id, i), CONNECT_DEFERRED); + hb->add_child(remove_btn); + } else { + Label *label = memnew(Label); + label->set_text(name_left); + label->add_theme_style_override("normal", label_style); //more compact + hb->add_child(label); + + if (vsnode->get_input_port_default_hint(i) != "" && !port_left_used) { + Label *hint_label = memnew(Label); + hint_label->set_text("[" + vsnode->get_input_port_default_hint(i) + "]"); + hint_label->add_theme_color_override("font_color", VisualShaderEditor::get_singleton()->get_theme_color("font_color_readonly", "TextEdit")); + hint_label->add_theme_style_override("normal", label_style); + hb->add_child(hint_label); + } + } + } + + if (!is_group) { + hb->add_spacer(); + } + + if (valid_right) { + if (is_group) { + Button *remove_btn = memnew(Button); + remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Remove", "EditorIcons")); + remove_btn->set_tooltip(TTR("Remove") + " " + name_left); + remove_btn->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_remove_output_port), varray(p_id, i), CONNECT_DEFERRED); + hb->add_child(remove_btn); + + LineEdit *name_box = memnew(LineEdit); + hb->add_child(name_box); + name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0)); + name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL); + name_box->set_text(name_right); + name_box->connect("text_entered", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_change_output_port_name), varray(name_box, p_id, i)); + name_box->connect("focus_exited", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_port_name_focus_out), varray(name_box, p_id, i, true)); + + OptionButton *type_box = memnew(OptionButton); + hb->add_child(type_box); + type_box->add_item(TTR("Float")); + type_box->add_item(TTR("Int")); + type_box->add_item(TTR("Vector")); + type_box->add_item(TTR("Boolean")); + type_box->add_item(TTR("Transform")); + type_box->select(group_node->get_output_port_type(i)); + type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0)); + type_box->connect("item_selected", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_change_output_port_type), varray(p_id, i), CONNECT_DEFERRED); + } else { + Label *label = memnew(Label); + label->set_text(name_right); + label->add_theme_style_override("normal", label_style); //more compact + hb->add_child(label); + } + } + } + + if (valid_right && visual_shader->get_shader_type() == VisualShader::TYPE_FRAGMENT && port_right != VisualShaderNode::PORT_TYPE_TRANSFORM && port_right != VisualShaderNode::PORT_TYPE_SAMPLER) { + TextureButton *preview = memnew(TextureButton); + preview->set_toggle_mode(true); + preview->set_normal_texture(VisualShaderEditor::get_singleton()->get_theme_icon("GuiVisibilityHidden", "EditorIcons")); + preview->set_pressed_texture(VisualShaderEditor::get_singleton()->get_theme_icon("GuiVisibilityVisible", "EditorIcons")); + preview->set_v_size_flags(Control::SIZE_SHRINK_CENTER); + + register_output_port(p_id, i, preview); + + preview->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_preview_select_port), varray(p_id, i), CONNECT_DEFERRED); + hb->add_child(preview); + } + + if (is_group) { + offset = memnew(Control); + offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE)); + node->add_child(offset); + port_offset++; + } + + node->add_child(hb); + + node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], valid_right, port_right, type_color[port_right]); + } + + if (vsnode->get_output_port_for_preview() >= 0) { + show_port_preview(p_type, p_id, vsnode->get_output_port_for_preview()); + } + + offset = memnew(Control); + offset->set_custom_minimum_size(Size2(0, 4 * EDSCALE)); + node->add_child(offset); + + String error = vsnode->get_warning(visual_shader->get_mode(), p_type); + if (error != String()) { + 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); + } + + if (is_expression) { + CodeEdit *expression_box = memnew(CodeEdit); + Ref<CodeHighlighter> expression_syntax_highlighter; + expression_syntax_highlighter.instance(); + expression_node->set_control(expression_box, 0); + node->add_child(expression_box); + + Color background_color = EDITOR_GET("text_editor/highlighting/background_color"); + Color text_color = EDITOR_GET("text_editor/highlighting/text_color"); + Color keyword_color = EDITOR_GET("text_editor/highlighting/keyword_color"); + Color comment_color = EDITOR_GET("text_editor/highlighting/comment_color"); + Color symbol_color = EDITOR_GET("text_editor/highlighting/symbol_color"); + Color function_color = EDITOR_GET("text_editor/highlighting/function_color"); + Color number_color = EDITOR_GET("text_editor/highlighting/number_color"); + Color members_color = EDITOR_GET("text_editor/highlighting/member_variable_color"); + + expression_box->set_syntax_highlighter(expression_syntax_highlighter); + expression_box->add_theme_color_override("background_color", background_color); + + for (List<String>::Element *E = VisualShaderEditor::get_singleton()->keyword_list.front(); E; E = E->next()) { + expression_syntax_highlighter->add_keyword_color(E->get(), keyword_color); + } + + expression_box->add_theme_font_override("font", VisualShaderEditor::get_singleton()->get_theme_font("expression", "EditorFonts")); + expression_box->add_theme_color_override("font_color", text_color); + expression_syntax_highlighter->set_number_color(number_color); + expression_syntax_highlighter->set_symbol_color(symbol_color); + expression_syntax_highlighter->set_function_color(function_color); + expression_syntax_highlighter->set_member_variable_color(members_color); + expression_syntax_highlighter->add_color_region("/*", "*/", comment_color, false); + expression_syntax_highlighter->add_color_region("//", "", comment_color, true); + + expression_box->set_text(expression); + expression_box->set_context_menu_enabled(false); + expression_box->set_draw_line_numbers(true); + + expression_box->connect("focus_exited", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_expression_focus_out), varray(expression_box, p_id)); + } + + if (!uniform.is_valid()) { + 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); + } + } +} + +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); + } +} + +void VisualShaderGraphPlugin::connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) { + if (visual_shader->get_shader_type() == p_type) { + VisualShaderEditor::get_singleton()->graph->connect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port); + if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr) { + links[p_to_node].input_ports[p_to_port].default_input_button->hide(); + } + } +} + +void VisualShaderGraphPlugin::disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) { + if (visual_shader->get_shader_type() == p_type) { + VisualShaderEditor::get_singleton()->graph->disconnect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port); + if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr && links[p_to_node].visual_node->get_input_port_default_value(p_to_port).get_type() != Variant::NIL) { + links[p_to_node].input_ports[p_to_port].default_input_button->show(); + 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)); + } + } +} + +VisualShaderGraphPlugin::~VisualShaderGraphPlugin() { +} + +///////////////// + void VisualShaderEditor::edit(VisualShader *p_visual_shader) { bool changed = false; if (p_visual_shader) { @@ -71,6 +644,7 @@ void VisualShaderEditor::edit(VisualShader *p_visual_shader) { } } visual_shader = Ref<VisualShader>(p_visual_shader); + graph_plugin->register_shader(visual_shader.ptr()); if (!visual_shader->is_connected("changed", callable_mp(this, &VisualShaderEditor::_update_preview))) { visual_shader->connect("changed", callable_mp(this, &VisualShaderEditor::_update_preview)); } @@ -81,6 +655,7 @@ void VisualShaderEditor::edit(VisualShader *p_visual_shader) { } #endif visual_shader->set_graph_offset(graph->get_scroll_ofs() / EDSCALE); + _set_mode(visual_shader->get_mode()); } else { if (visual_shader.is_valid()) { if (visual_shader->is_connected("changed", callable_mp(this, &VisualShaderEditor::_update_preview))) { @@ -97,8 +672,8 @@ void VisualShaderEditor::edit(VisualShader *p_visual_shader) { _clear_buffer(); _update_options_menu(); _update_preview(); + _update_graph(); } - _update_graph(); } } @@ -168,34 +743,18 @@ bool VisualShaderEditor::_is_available(int p_mode) { if (p_mode != -1) { switch (current_mode) { - case VisualShader::TYPE_VERTEX: + case 0: // Vertex or Emit current_mode = 1; break; - case VisualShader::TYPE_FRAGMENT: + case 1: // Fragment or Process current_mode = 2; break; - case VisualShader::TYPE_LIGHT: + case 2: // Light or End current_mode = 4; break; default: break; } - - int temp_mode = 0; - - if (p_mode & VisualShader::TYPE_FRAGMENT) { - temp_mode |= 2; - } - - if (p_mode & VisualShader::TYPE_LIGHT) { - temp_mode |= 4; - } - - if (temp_mode == 0) { - temp_mode |= 1; - } - - p_mode = temp_mode; } return (p_mode == -1 || (p_mode & current_mode) != 0); @@ -404,6 +963,21 @@ void VisualShaderEditor::_update_options_menu() { } } +void VisualShaderEditor::_set_mode(int p_which) { + if (p_which == VisualShader::MODE_PARTICLES) { + edit_type_standart->set_visible(false); + edit_type_particles->set_visible(true); + edit_type = edit_type_particles; + particles_mode = true; + } else { + edit_type_particles->set_visible(false); + edit_type_standart->set_visible(true); + edit_type = edit_type_standart; + particles_mode = false; + } + visual_shader->set_shader_type(get_current_shader_type()); +} + Size2 VisualShaderEditor::get_minimum_size() const { return Size2(10, 200); } @@ -418,15 +992,6 @@ void VisualShaderEditor::_draw_color_over_button(Object *obj, Color p_color) { button->draw_rect(Rect2(normal->get_offset(), button->get_size() - normal->get_minimum_size()), p_color); } -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) { - Ref<StyleBoxEmpty> style(memnew(StyleBoxEmpty)); - style->set_default_margin(MARGIN_LEFT, p_margin_left * EDSCALE); - style->set_default_margin(MARGIN_RIGHT, p_margin_right * EDSCALE); - style->set_default_margin(MARGIN_BOTTOM, p_margin_bottom * EDSCALE); - style->set_default_margin(MARGIN_TOP, p_margin_top * EDSCALE); - return style; -} - void VisualShaderEditor::_update_created_node(GraphNode *node) { if (EditorSettings::get_singleton()->get("interface/theme/use_graph_node_headers")) { Ref<StyleBoxFlat> sb = node->get_theme_stylebox("frame", "GraphNode"); @@ -450,49 +1015,9 @@ void VisualShaderEditor::_update_created_node(GraphNode *node) { } } -void VisualShaderEditor::_update_graph() { - if (updating) { - return; - } - - if (visual_shader.is_null()) { - return; - } - - graph->set_scroll_ofs(visual_shader->get_graph_offset() * EDSCALE); - - VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); - graph->clear_connections(); - //erase all nodes - for (int i = 0; i < graph->get_child_count(); i++) { - if (Object::cast_to<GraphNode>(graph->get_child(i))) { - Node *node = graph->get_child(i); - graph->remove_child(node); - memdelete(node); - i--; - } - } - - static const Color type_color[6] = { - Color(0.38, 0.85, 0.96), // scalar (float) - Color(0.49, 0.78, 0.94), // scalar (int) - Color(0.84, 0.49, 0.93), // vector - Color(0.55, 0.65, 0.94), // boolean - Color(0.96, 0.66, 0.43), // transform - Color(1.0, 1.0, 0.0), // sampler - }; - - List<VisualShader::Connection> connections; - visual_shader->get_node_connections(type, &connections); - - Ref<StyleBoxEmpty> label_style = make_empty_stylebox(2, 1, 2, 1); - - Vector<int> nodes = visual_shader->get_node_list(type); - +void VisualShaderEditor::_update_uniforms() { VisualShaderNodeUniformRef::clear_uniforms(); - // scan for all uniforms - for (int t = 0; t < VisualShader::TYPE_MAX; t++) { Vector<int> tnodes = visual_shader->get_node_list((VisualShader::Type)t); for (int i = 0; i < tnodes.size(); i++) { @@ -527,388 +1052,49 @@ void VisualShaderEditor::_update_graph() { } } } +} - Control *offset; - - for (int n_i = 0; n_i < nodes.size(); n_i++) { - Vector2 position = visual_shader->get_node_position(type, nodes[n_i]); - Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, nodes[n_i]); - - Ref<VisualShaderNodeGroupBase> group_node = Object::cast_to<VisualShaderNodeGroupBase>(vsnode.ptr()); - bool is_group = !group_node.is_null(); - Size2 size = Size2(0, 0); - - Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(group_node.ptr()); - bool is_expression = !expression_node.is_null(); - String expression = ""; - - GraphNode *node = memnew(GraphNode); - - if (is_group) { - size = group_node->get_size(); - - node->set_resizable(true); - node->connect("resize_request", callable_mp(this, &VisualShaderEditor::_node_resized), varray((int)type, nodes[n_i])); - } - if (is_expression) { - expression = expression_node->get_expression(); - } - - node->set_offset(position); - - node->set_title(vsnode->get_caption()); - node->set_name(itos(nodes[n_i])); - - if (nodes[n_i] >= 2) { - node->set_show_close_button(true); - node->connect("close_request", callable_mp(this, &VisualShaderEditor::_delete_request), varray(nodes[n_i]), CONNECT_DEFERRED); - } - - node->connect("dragged", callable_mp(this, &VisualShaderEditor::_node_dragged), varray(nodes[n_i])); - - Control *custom_editor = nullptr; - int port_offset = 0; - - if (is_group) { - port_offset += 2; - } - - Ref<VisualShaderNodeUniform> uniform = vsnode; - 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()) { - graph->add_child(node); - _update_created_node(node); - - LineEdit *uniform_name = memnew(LineEdit); - uniform_name->set_text(uniform->get_uniform_name()); - node->add_child(uniform_name); - uniform_name->connect("text_entered", callable_mp(this, &VisualShaderEditor::_line_edit_changed), varray(uniform_name, nodes[n_i])); - uniform_name->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_line_edit_focus_out), varray(uniform_name, nodes[n_i])); - - String error = vsnode->get_warning(visual_shader->get_mode(), 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", get_theme_color("error_color", "Editor")); - error_label->set_text(error); - node->add_child(error_label); - } - - 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()) { - continue; - } - } - port_offset++; - } - - for (int i = 0; i < plugins.size(); i++) { - custom_editor = plugins.write[i]->create_editor(visual_shader, vsnode); - if (custom_editor) { - 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) == "")) { - //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); - continue; - } - custom_editor = nullptr; - } - - if (is_group) { - offset = memnew(Control); - offset->set_custom_minimum_size(Size2(0, 6 * EDSCALE)); - node->add_child(offset); - - 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", callable_mp(this, &VisualShaderEditor::_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(); - - Button *add_output_btn = memnew(Button); - add_output_btn->set_text(TTR("Add Output")); - add_output_btn->connect("pressed", callable_mp(this, &VisualShaderEditor::_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); - } - } - - for (int i = 0; i < MAX(vsnode->get_input_port_count(), vsnode->get_output_port_count()); i++) { - if (vsnode->is_port_separator(i)) { - node->add_child(memnew(HSeparator)); - port_offset++; - } - - bool valid_left = i < vsnode->get_input_port_count(); - VisualShaderNode::PortType port_left = VisualShaderNode::PORT_TYPE_SCALAR; - bool port_left_used = false; - String name_left; - if (valid_left) { - name_left = vsnode->get_input_port_name(i); - port_left = vsnode->get_input_port_type(i); - for (List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) { - if (E->get().to_node == nodes[n_i] && E->get().to_port == i) { - port_left_used = true; - } - } - } - - bool valid_right = i < vsnode->get_output_port_count(); - VisualShaderNode::PortType port_right = VisualShaderNode::PORT_TYPE_SCALAR; - String name_right; - if (valid_right) { - name_right = vsnode->get_output_port_name(i); - port_right = vsnode->get_output_port_type(i); - } - - HBoxContainer *hb = memnew(HBoxContainer); - hb->add_theme_constant_override("separation", 7 * EDSCALE); - - Variant default_value; - - if (valid_left && !port_left_used) { - default_value = vsnode->get_input_port_default_value(i); - } - - if (default_value.get_type() != Variant::NIL) { // only a label - Button *button = memnew(Button); - hb->add_child(button); - button->connect("pressed", callable_mp(this, &VisualShaderEditor::_edit_port_default_input), varray(button, nodes[n_i], i)); - - switch (default_value.get_type()) { - case Variant::COLOR: { - button->set_custom_minimum_size(Size2(30, 0) * EDSCALE); - button->connect("draw", callable_mp(this, &VisualShaderEditor::_draw_color_over_button), varray(button, default_value)); - } break; - case Variant::BOOL: { - button->set_text(((bool)default_value) ? "true" : "false"); - } break; - case Variant::INT: - case Variant::FLOAT: { - button->set_text(String::num(default_value, 4)); - } break; - case Variant::VECTOR3: { - Vector3 v = default_value; - button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3)); - } break; - default: { - } - } - } - - if (i == 0 && custom_editor) { - hb->add_child(custom_editor); - custom_editor->set_h_size_flags(SIZE_EXPAND_FILL); - } else { - if (valid_left) { - if (is_group) { - OptionButton *type_box = memnew(OptionButton); - hb->add_child(type_box); - type_box->add_item(TTR("Float")); - type_box->add_item(TTR("Int")); - type_box->add_item(TTR("Vector")); - type_box->add_item(TTR("Boolean")); - type_box->add_item(TTR("Transform")); - type_box->add_item(TTR("Sampler")); - type_box->select(group_node->get_input_port_type(i)); - type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0)); - type_box->connect("item_selected", callable_mp(this, &VisualShaderEditor::_change_input_port_type), varray(nodes[n_i], i), CONNECT_DEFERRED); - - LineEdit *name_box = memnew(LineEdit); - hb->add_child(name_box); - name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0)); - name_box->set_h_size_flags(SIZE_EXPAND_FILL); - name_box->set_text(name_left); - name_box->connect("text_entered", callable_mp(this, &VisualShaderEditor::_change_input_port_name), varray(name_box, nodes[n_i], i)); - name_box->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_port_name_focus_out), varray(name_box, nodes[n_i], i, false)); - - Button *remove_btn = memnew(Button); - remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Remove", "EditorIcons")); - remove_btn->set_tooltip(TTR("Remove") + " " + name_left); - remove_btn->connect("pressed", callable_mp(this, &VisualShaderEditor::_remove_input_port), varray(nodes[n_i], i), CONNECT_DEFERRED); - hb->add_child(remove_btn); - } else { - Label *label = memnew(Label); - label->set_text(name_left); - label->add_theme_style_override("normal", label_style); //more compact - hb->add_child(label); - - if (vsnode->get_input_port_default_hint(i) != "" && !port_left_used) { - Label *hint_label = memnew(Label); - hint_label->set_text("[" + vsnode->get_input_port_default_hint(i) + "]"); - hint_label->add_theme_color_override("font_color", get_theme_color("font_color_readonly", "TextEdit")); - hint_label->add_theme_style_override("normal", label_style); - hb->add_child(hint_label); - } - } - } - - if (!is_group) { - hb->add_spacer(); - } - - if (valid_right) { - if (is_group) { - Button *remove_btn = memnew(Button); - remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Remove", "EditorIcons")); - remove_btn->set_tooltip(TTR("Remove") + " " + name_left); - remove_btn->connect("pressed", callable_mp(this, &VisualShaderEditor::_remove_output_port), varray(nodes[n_i], i), CONNECT_DEFERRED); - hb->add_child(remove_btn); - - LineEdit *name_box = memnew(LineEdit); - hb->add_child(name_box); - name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0)); - name_box->set_h_size_flags(SIZE_EXPAND_FILL); - name_box->set_text(name_right); - name_box->connect("text_entered", callable_mp(this, &VisualShaderEditor::_change_output_port_name), varray(name_box, nodes[n_i], i)); - name_box->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_port_name_focus_out), varray(name_box, nodes[n_i], i, true)); - - OptionButton *type_box = memnew(OptionButton); - hb->add_child(type_box); - type_box->add_item(TTR("Float")); - type_box->add_item(TTR("Int")); - type_box->add_item(TTR("Vector")); - type_box->add_item(TTR("Boolean")); - type_box->add_item(TTR("Transform")); - type_box->select(group_node->get_output_port_type(i)); - type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0)); - type_box->connect("item_selected", callable_mp(this, &VisualShaderEditor::_change_output_port_type), varray(nodes[n_i], i), CONNECT_DEFERRED); - } else { - Label *label = memnew(Label); - label->set_text(name_right); - label->add_theme_style_override("normal", label_style); //more compact - hb->add_child(label); - } - } - } - - if (valid_right && edit_type->get_selected() == VisualShader::TYPE_FRAGMENT && port_right != VisualShaderNode::PORT_TYPE_TRANSFORM && port_right != VisualShaderNode::PORT_TYPE_SAMPLER) { - TextureButton *preview = memnew(TextureButton); - preview->set_toggle_mode(true); - preview->set_normal_texture(get_theme_icon("GuiVisibilityHidden", "EditorIcons")); - preview->set_pressed_texture(get_theme_icon("GuiVisibilityVisible", "EditorIcons")); - preview->set_v_size_flags(SIZE_SHRINK_CENTER); - - if (vsnode->get_output_port_for_preview() == i) { - preview->set_pressed(true); - } - - preview->connect("pressed", callable_mp(this, &VisualShaderEditor::_preview_select_port), varray(nodes[n_i], i), CONNECT_DEFERRED); - hb->add_child(preview); - } - - if (is_group) { - offset = memnew(Control); - offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE)); - node->add_child(offset); - port_offset++; - } - - node->add_child(hb); - - node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], valid_right, port_right, type_color[port_right]); - } - - if (vsnode->get_output_port_for_preview() >= 0) { - int port_type = vsnode->get_output_port_type(vsnode->get_output_port_for_preview()); +void VisualShaderEditor::_update_graph() { + if (updating) { + return; + } - if (port_type != VisualShaderNode::PORT_TYPE_TRANSFORM && port_type != VisualShaderNode::PORT_TYPE_SAMPLER) { - offset = memnew(Control); - offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE)); - node->add_child(offset); + if (visual_shader.is_null()) { + return; + } - VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview); - port_preview->setup(visual_shader, type, nodes[n_i], vsnode->get_output_port_for_preview()); - port_preview->set_h_size_flags(SIZE_SHRINK_CENTER); - node->add_child(port_preview); - } - } + graph->set_scroll_ofs(visual_shader->get_graph_offset() * EDSCALE); - offset = memnew(Control); - offset->set_custom_minimum_size(Size2(0, 4 * EDSCALE)); - node->add_child(offset); + VisualShader::Type type = get_current_shader_type(); - String error = vsnode->get_warning(visual_shader->get_mode(), type); - if (error != String()) { - Label *error_label = memnew(Label); - error_label->add_theme_color_override("font_color", get_theme_color("error_color", "Editor")); - error_label->set_text(error); - node->add_child(error_label); + graph->clear_connections(); + //erase all nodes + for (int i = 0; i < graph->get_child_count(); i++) { + if (Object::cast_to<GraphNode>(graph->get_child(i))) { + Node *node = graph->get_child(i); + graph->remove_child(node); + memdelete(node); + i--; } + } - if (is_expression) { - TextEdit *expression_box = memnew(TextEdit); - Ref<CodeHighlighter> expression_syntax_highlighter; - expression_syntax_highlighter.instance(); - expression_node->set_control(expression_box, 0); - node->add_child(expression_box); - - Color background_color = EDITOR_GET("text_editor/highlighting/background_color"); - Color text_color = EDITOR_GET("text_editor/highlighting/text_color"); - Color keyword_color = EDITOR_GET("text_editor/highlighting/keyword_color"); - Color comment_color = EDITOR_GET("text_editor/highlighting/comment_color"); - Color symbol_color = EDITOR_GET("text_editor/highlighting/symbol_color"); - Color function_color = EDITOR_GET("text_editor/highlighting/function_color"); - Color number_color = EDITOR_GET("text_editor/highlighting/number_color"); - Color members_color = EDITOR_GET("text_editor/highlighting/member_variable_color"); - - expression_box->set_syntax_highlighter(expression_syntax_highlighter); - expression_box->add_theme_color_override("background_color", background_color); + List<VisualShader::Connection> connections; + visual_shader->get_node_connections(type, &connections); + graph_plugin->set_connections(connections); - for (List<String>::Element *E = keyword_list.front(); E; E = E->next()) { - expression_syntax_highlighter->add_keyword_color(E->get(), keyword_color); - } + Vector<int> nodes = visual_shader->get_node_list(type); - expression_box->add_theme_font_override("font", get_theme_font("expression", "EditorFonts")); - expression_box->add_theme_color_override("font_color", text_color); - expression_syntax_highlighter->set_number_color(number_color); - expression_syntax_highlighter->set_symbol_color(symbol_color); - expression_syntax_highlighter->set_function_color(function_color); - expression_syntax_highlighter->set_member_variable_color(members_color); - expression_syntax_highlighter->add_color_region("/*", "*/", comment_color, false); - expression_syntax_highlighter->add_color_region("//", "", comment_color, true); + _update_uniforms(); - expression_box->set_text(expression); - expression_box->set_context_menu_enabled(false); - expression_box->set_show_line_numbers(true); + graph_plugin->clear_links(); + graph_plugin->make_dirty(true); - expression_box->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_expression_focus_out), varray(expression_box, nodes[n_i])); - } - - if (!uniform.is_valid()) { - graph->add_child(node); - _update_created_node(node); - if (is_group) { - call_deferred("_set_node_size", (int)type, nodes[n_i], size); - } - } + for (int n_i = 0; n_i < nodes.size(); n_i++) { + graph_plugin->add_node(type, nodes[n_i]); } + graph_plugin->make_dirty(false); + for (List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) { int from = E->get().from_node; int from_idx = E->get().from_port; @@ -919,8 +1105,18 @@ void VisualShaderEditor::_update_graph() { } } +VisualShader::Type VisualShaderEditor::get_current_shader_type() const { + VisualShader::Type type; + if (particles_mode) { + type = VisualShader::Type(edit_type->get_selected() + 3); + } else { + type = VisualShader::Type(edit_type->get_selected()); + } + return type; +} + void VisualShaderEditor::_add_input_port(int p_node, int p_port, int p_port_type, const String &p_name) { - VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); + VisualShader::Type type = get_current_shader_type(); Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node); if (node.is_null()) { return; @@ -937,7 +1133,7 @@ void VisualShaderEditor::_add_input_port(int p_node, int p_port, int p_port_type } void VisualShaderEditor::_add_output_port(int p_node, int p_port, int p_port_type, const String &p_name) { - VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); + VisualShader::Type type = get_current_shader_type(); Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node); if (node.is_null()) { return; @@ -954,7 +1150,7 @@ void VisualShaderEditor::_add_output_port(int p_node, int p_port, int p_port_typ } void VisualShaderEditor::_change_input_port_type(int p_type, int p_node, int p_port) { - VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); + VisualShader::Type type = get_current_shader_type(); Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node); if (node.is_null()) { return; @@ -971,7 +1167,7 @@ void VisualShaderEditor::_change_input_port_type(int p_type, int p_node, int p_p } void VisualShaderEditor::_change_output_port_type(int p_type, int p_node, int p_port) { - VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); + VisualShader::Type type = get_current_shader_type(); Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node); if (node.is_null()) { return; @@ -988,7 +1184,7 @@ void VisualShaderEditor::_change_output_port_type(int p_type, int p_node, int p_ } void VisualShaderEditor::_change_input_port_name(const String &p_text, Object *line_edit, int p_node_id, int p_port_id) { - VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); + VisualShader::Type type = get_current_shader_type(); Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id); ERR_FAIL_COND(!node.is_valid()); @@ -1002,7 +1198,7 @@ void VisualShaderEditor::_change_input_port_name(const String &p_text, Object *l } void VisualShaderEditor::_change_output_port_name(const String &p_text, Object *line_edit, int p_node_id, int p_port_id) { - VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); + VisualShader::Type type = get_current_shader_type(); Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id); ERR_FAIL_COND(!node.is_valid()); @@ -1016,7 +1212,7 @@ void VisualShaderEditor::_change_output_port_name(const String &p_text, Object * } void VisualShaderEditor::_remove_input_port(int p_node, int p_port) { - VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); + VisualShader::Type type = get_current_shader_type(); Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node); if (node.is_null()) { return; @@ -1059,7 +1255,7 @@ void VisualShaderEditor::_remove_input_port(int p_node, int p_port) { } void VisualShaderEditor::_remove_output_port(int p_node, int p_port) { - VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); + VisualShader::Type type = get_current_shader_type(); Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node); if (node.is_null()) { return; @@ -1101,14 +1297,14 @@ void VisualShaderEditor::_remove_output_port(int p_node, int p_port) { undo_redo->commit_action(); } -void VisualShaderEditor::_expression_focus_out(Object *text_edit, int p_node) { - VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); +void VisualShaderEditor::_expression_focus_out(Object *code_edit, int p_node) { + VisualShader::Type type = get_current_shader_type(); Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node); if (node.is_null()) { return; } - TextEdit *expression_box = Object::cast_to<TextEdit>(text_edit); + CodeEdit *expression_box = Object::cast_to<CodeEdit>(code_edit); if (node->get_expression() == expression_box->get_text()) { return; @@ -1130,7 +1326,7 @@ void VisualShaderEditor::_rebuild() { } void VisualShaderEditor::_set_node_size(int p_type, int p_node, const Vector2 &p_size) { - VisualShader::Type type = VisualShader::Type(p_type); + VisualShader::Type type = get_current_shader_type(); Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node); if (node.is_null()) { return; @@ -1177,7 +1373,7 @@ void VisualShaderEditor::_set_node_size(int p_type, int p_node, const Vector2 &p } void VisualShaderEditor::_node_resized(const Vector2 &p_new_size, int p_type, int p_node) { - VisualShader::Type type = VisualShader::Type(p_type); + VisualShader::Type type = get_current_shader_type(); Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node); if (node.is_null()) { return; @@ -1190,25 +1386,25 @@ void VisualShaderEditor::_node_resized(const Vector2 &p_new_size, int p_type, in } void VisualShaderEditor::_preview_select_port(int p_node, int p_port) { - VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); + VisualShader::Type type = get_current_shader_type(); Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node); if (node.is_null()) { return; } - + int prev_port = node->get_output_port_for_preview(); if (node->get_output_port_for_preview() == p_port) { p_port = -1; //toggle it } - undo_redo->create_action(TTR("Set Uniform Name")); + undo_redo->create_action(p_port == -1 ? TTR("Hide Port Preview") : TTR("Show Port Preview")); undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", p_port); - undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", node->get_output_port_for_preview()); - undo_redo->add_do_method(this, "_update_graph"); - undo_redo->add_undo_method(this, "_update_graph"); + undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", prev_port); + undo_redo->add_do_method(graph_plugin.ptr(), "show_port_preview", (int)type, p_node, p_port); + undo_redo->add_undo_method(graph_plugin.ptr(), "show_port_preview", (int)type, p_node, prev_port); undo_redo->commit_action(); } void VisualShaderEditor::_line_edit_changed(const String &p_text, Object *line_edit, int p_node_id) { - VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); + VisualShader::Type type = get_current_shader_type(); Ref<VisualShaderNodeUniform> node = visual_shader->get_node(type, p_node_id); ERR_FAIL_COND(!node.is_valid()); @@ -1233,7 +1429,7 @@ void VisualShaderEditor::_line_edit_focus_out(Object *line_edit, int p_node_id) } void VisualShaderEditor::_port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output) { - VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); + VisualShader::Type type = get_current_shader_type(); Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id); ERR_FAIL_COND(!node.is_valid()); @@ -1284,7 +1480,7 @@ void VisualShaderEditor::_port_name_focus_out(Object *line_edit, int p_node_id, } void VisualShaderEditor::_port_edited() { - VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); + VisualShader::Type type = get_current_shader_type(); Variant value = property_editor->get_variant(); Ref<VisualShaderNode> vsn = visual_shader->get_node(type, editing_node); @@ -1293,15 +1489,15 @@ void VisualShaderEditor::_port_edited() { undo_redo->create_action(TTR("Set Input Default Port")); undo_redo->add_do_method(vsn.ptr(), "set_input_port_default_value", editing_port, value); undo_redo->add_undo_method(vsn.ptr(), "set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port)); - undo_redo->add_do_method(this, "_update_graph"); - undo_redo->add_undo_method(this, "_update_graph"); + undo_redo->add_do_method(graph_plugin.ptr(), "set_input_port_default_value", type, editing_node, editing_port, value); + 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)); undo_redo->commit_action(); property_editor->hide(); } void VisualShaderEditor::_edit_port_default_input(Object *p_button, int p_node, int p_port) { - VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); + VisualShader::Type type = get_current_shader_type(); Ref<VisualShaderNode> vsn = visual_shader->get_node(type, p_node); @@ -1467,13 +1663,15 @@ VisualShaderNode *VisualShaderEditor::_add_node(int p_idx, int p_op_idx) { } saved_node_pos_dirty = false; - VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); + VisualShader::Type type = get_current_shader_type(); int id_to_use = visual_shader->get_valid_node_id(type); undo_redo->create_action(TTR("Add Node to Visual Shader")); undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, vsnode, position, id_to_use); undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_to_use); + undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_to_use); + undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_to_use); VisualShaderNodeExpression *expr = Object::cast_to<VisualShaderNodeExpression>(vsnode.ptr()); if (expr) { @@ -1488,6 +1686,8 @@ VisualShaderNode *VisualShaderEditor::_add_node(int p_idx, int p_op_idx) { 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))) { undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot); undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot); + undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot); + undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot); } } } else if (from_node != -1 && from_slot != -1) { @@ -1496,33 +1696,31 @@ VisualShaderNode *VisualShaderEditor::_add_node(int p_idx, int p_op_idx) { int _to_slot = 0; 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))) { - undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot); undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot); + undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot); + undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot); + undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot); } } } - undo_redo->add_do_method(this, "_update_graph"); - undo_redo->add_undo_method(this, "_update_graph"); undo_redo->commit_action(); return vsnode.ptr(); } void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node) { - VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); + VisualShader::Type type = get_current_shader_type(); - updating = true; undo_redo->create_action(TTR("Node Moved")); undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", type, p_node, p_to); undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", type, p_node, p_from); - undo_redo->add_do_method(this, "_update_graph"); - undo_redo->add_undo_method(this, "_update_graph"); + undo_redo->add_do_method(graph_plugin.ptr(), "set_node_position", type, p_node, p_to); + undo_redo->add_undo_method(graph_plugin.ptr(), "set_node_position", type, p_node, p_from); undo_redo->commit_action(); - updating = false; } void VisualShaderEditor::_connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) { - VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); + VisualShader::Type type = get_current_shader_type(); int from = p_from.to_int(); int to = p_to.to_int(); @@ -1540,20 +1738,22 @@ void VisualShaderEditor::_connection_request(const String &p_from, int p_from_in if (E->get().to_node == to && E->get().to_port == p_to_index) { 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(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index); undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index); - undo_redo->add_do_method(this, "_update_graph"); - undo_redo->add_undo_method(this, "_update_graph"); + undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index); + undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index); undo_redo->commit_action(); } void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) { graph->disconnect_node(p_from, p_from_index, p_to, p_to_index); - VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); + VisualShader::Type type = get_current_shader_type(); int from = p_from.to_int(); int to = p_to.to_int(); @@ -1562,8 +1762,8 @@ void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from 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(this, "_update_graph"); - undo_redo->add_undo_method(this, "_update_graph"); + 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; } @@ -1581,12 +1781,22 @@ void VisualShaderEditor::_connection_from_empty(const String &p_to, int p_to_slo } void VisualShaderEditor::_delete_request(int which) { - VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); + VisualShader::Type type = get_current_shader_type(); Ref<VisualShaderNode> node = Ref<VisualShaderNode>(visual_shader->get_node(type, which)); undo_redo->create_action(TTR("Delete Node")); + + 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 == which || E->get().to_node == which) { + 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_do_method(visual_shader.ptr(), "remove_node", type, which); undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, node, visual_shader->get_node_position(type, which), which); + undo_redo->add_undo_method(graph_plugin.ptr(), "add_node", type, which); undo_redo->add_do_method(this, "_clear_buffer"); undo_redo->add_undo_method(this, "_clear_buffer"); @@ -1605,22 +1815,19 @@ void VisualShaderEditor::_delete_request(int which) { undo_redo->add_undo_method(expression, "set_expression", expression->get_expression()); } - 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 == which || E->get().to_node == which) { 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_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(this, "_update_graph"); - undo_redo->add_undo_method(this, "_update_graph"); + // delete a node from the graph + undo_redo->add_do_method(graph_plugin.ptr(), "remove_node", type, which); undo_redo->commit_action(); } void VisualShaderEditor::_node_selected(Object *p_node) { - VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); + VisualShader::Type type = get_current_shader_type(); GraphNode *gn = Object::cast_to<GraphNode>(p_node); ERR_FAIL_COND(!gn); @@ -1874,12 +2081,13 @@ void VisualShaderEditor::_dup_paste_nodes(int p_type, int p_pasted_type, List<in Ref<VisualShaderNode> dupli = node->duplicate(); 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); - undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_from); + undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_from); // duplicate size, inputs and outputs if node is group Ref<VisualShaderNodeGroupBase> group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr()); if (!group.is_null()) { undo_redo->add_do_method(dupli.ptr(), "set_size", group->get_size()); + undo_redo->add_do_method(graph_plugin.ptr(), "set_node_size", type, id_from, group->get_size()); undo_redo->add_do_method(dupli.ptr(), "set_inputs", group->get_inputs()); undo_redo->add_do_method(dupli.ptr(), "set_outputs", group->get_outputs()); } @@ -1900,12 +2108,19 @@ void VisualShaderEditor::_dup_paste_nodes(int p_type, int p_pasted_type, List<in continue; } if (connection_remap.has(E->get().from_node) && connection_remap.has(E->get().to_node)) { - undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, connection_remap[E->get().from_node], E->get().from_port, connection_remap[E->get().to_node], E->get().to_port); + 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); + 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); + 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); } } - undo_redo->add_do_method(this, "_update_graph"); - undo_redo->add_undo_method(this, "_update_graph"); + id_from = base_id; + for (List<int>::Element *E = r_nodes.front(); E; E = E->next()) { + undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_from); + undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_from); + id_from++; + } + undo_redo->commit_action(); if (p_select) { @@ -1978,7 +2193,7 @@ void VisualShaderEditor::_paste_nodes(bool p_use_custom_position, const Vector2 } void VisualShaderEditor::_delete_nodes() { - VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); + VisualShader::Type type = get_current_shader_type(); List<int> to_erase; for (int i = 0; i < graph->get_child_count(); i++) { @@ -1996,11 +2211,23 @@ void VisualShaderEditor::_delete_nodes() { undo_redo->create_action(TTR("Delete Nodes")); + List<VisualShader::Connection> conns; + visual_shader->get_node_connections(type, &conns); + + for (List<int>::Element *F = to_erase.front(); F; F = F->next()) { + for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) { + if (E->get().from_node == F->get() || E->get().to_node == F->get()) { + 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); + } + } + } + for (List<int>::Element *F = to_erase.front(); F; F = F->next()) { Ref<VisualShaderNode> node = visual_shader->get_node(type, F->get()); undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, F->get()); undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, node, visual_shader->get_node_position(type, F->get()), F->get()); + undo_redo->add_undo_method(graph_plugin.ptr(), "add_node", type, F->get()); undo_redo->add_do_method(this, "_clear_buffer"); undo_redo->add_undo_method(this, "_clear_buffer"); @@ -2020,9 +2247,6 @@ void VisualShaderEditor::_delete_nodes() { } } - List<VisualShader::Connection> conns; - visual_shader->get_node_connections(type, &conns); - List<VisualShader::Connection> used_conns; for (List<int>::Element *F = to_erase.front(); F; F = F->next()) { for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) { @@ -2036,18 +2260,23 @@ void VisualShaderEditor::_delete_nodes() { } if (!cancel) { 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_undo_method(graph_plugin.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port); used_conns.push_back(E->get()); } } } } - undo_redo->add_do_method(this, "_update_graph"); - undo_redo->add_undo_method(this, "_update_graph"); + // delete nodes from the graph + for (List<int>::Element *F = to_erase.front(); F; F = F->next()) { + undo_redo->add_do_method(graph_plugin.ptr(), "remove_node", type, F->get()); + } + undo_redo->commit_action(); } void VisualShaderEditor::_mode_selected(int p_id) { + visual_shader->set_shader_type(particles_mode ? VisualShader::Type(p_id + 3) : VisualShader::Type(p_id)); _update_options_menu(); _update_graph(); } @@ -2069,7 +2298,7 @@ void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> input, St if (type_changed) { //restore connections if type changed - VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); + 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); @@ -2103,7 +2332,7 @@ void VisualShaderEditor::_uniform_select_item(Ref<VisualShaderNodeUniformRef> p_ if (type_changed) { //restore connections if type changed - VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); + VisualShader::Type type = get_current_shader_type(); int id = visual_shader->find_node_id(type, p_uniform_ref); List<VisualShader::Connection> conns; visual_shader->get_node_connections(type, &conns); @@ -2349,6 +2578,8 @@ void VisualShaderEditor::_bind_methods() { ClassDB::bind_method("_uniform_select_item", &VisualShaderEditor::_uniform_select_item); ClassDB::bind_method("_set_node_size", &VisualShaderEditor::_set_node_size); ClassDB::bind_method("_clear_buffer", &VisualShaderEditor::_clear_buffer); + ClassDB::bind_method("_update_uniforms", &VisualShaderEditor::_update_uniforms); + ClassDB::bind_method("_set_mode", &VisualShaderEditor::_set_mode); ClassDB::bind_method(D_METHOD("get_drag_data_fw"), &VisualShaderEditor::get_drag_data_fw); ClassDB::bind_method(D_METHOD("can_drop_data_fw"), &VisualShaderEditor::can_drop_data_fw); @@ -2428,14 +2659,26 @@ VisualShaderEditor::VisualShaderEditor() { graph->get_zoom_hbox()->add_child(vs); graph->get_zoom_hbox()->move_child(vs, 0); - edit_type = memnew(OptionButton); - edit_type->add_item(TTR("Vertex")); - edit_type->add_item(TTR("Fragment")); - edit_type->add_item(TTR("Light")); - edit_type->select(1); - edit_type->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected)); - graph->get_zoom_hbox()->add_child(edit_type); - graph->get_zoom_hbox()->move_child(edit_type, 0); + edit_type_standart = memnew(OptionButton); + edit_type_standart->add_item(TTR("Vertex")); + edit_type_standart->add_item(TTR("Fragment")); + edit_type_standart->add_item(TTR("Light")); + edit_type_standart->select(1); + edit_type_standart->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected)); + + edit_type_particles = memnew(OptionButton); + edit_type_particles->add_item(TTR("Emit")); + edit_type_particles->add_item(TTR("Process")); + edit_type_particles->add_item(TTR("End")); + edit_type_particles->select(0); + edit_type_particles->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected)); + + edit_type = edit_type_standart; + + graph->get_zoom_hbox()->add_child(edit_type_particles); + graph->get_zoom_hbox()->move_child(edit_type_particles, 0); + graph->get_zoom_hbox()->add_child(edit_type_standart); + graph->get_zoom_hbox()->move_child(edit_type_standart, 0); add_node = memnew(Button); add_node->set_flat(true); @@ -2458,14 +2701,14 @@ VisualShaderEditor::VisualShaderEditor() { preview_vbox = memnew(VBoxContainer); preview_vbox->set_visible(preview_showed); main_box->add_child(preview_vbox); - preview_text = memnew(TextEdit); + preview_text = memnew(CodeEdit); syntax_highlighter.instance(); preview_vbox->add_child(preview_text); preview_text->set_h_size_flags(SIZE_EXPAND_FILL); preview_text->set_v_size_flags(SIZE_EXPAND_FILL); preview_text->set_custom_minimum_size(Size2(400 * EDSCALE, 0)); preview_text->set_syntax_highlighter(syntax_highlighter); - preview_text->set_show_line_numbers(true); + preview_text->set_draw_line_numbers(true); preview_text->set_readonly(true); error_text = memnew(Label); @@ -2614,6 +2857,7 @@ VisualShaderEditor::VisualShaderEditor() { // INPUT // SPATIAL-FOR-ALL + const String input_param_shader_modes = TTR("'%s' input parameter for all shader modes."); add_options.push_back(AddOption("Camera", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "camera"), "camera", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); 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)); @@ -2644,124 +2888,156 @@ VisualShaderEditor::VisualShaderEditor() { const String input_param_for_fragment_shader_mode = TTR("'%s' input parameter for fragment shader mode."); const String input_param_for_light_shader_mode = TTR("'%s' input parameter for light shader mode."); const String input_param_for_vertex_shader_mode = TTR("'%s' input parameter for vertex shader mode."); + const String input_param_for_emit_shader_mode = TTR("'%s' input parameter for emit shader mode."); + const String input_param_for_process_shader_mode = TTR("'%s' input parameter for process shader mode."); + const String input_param_for_end_shader_mode = TTR("'%s' input parameter for end shader mode."); + const String input_param_for_emit_and_process_shader_mode = TTR("'%s' input parameter for emit and process shader mode."); const String input_param_for_vertex_and_fragment_shader_mode = TTR("'%s' input parameter for vertex and fragment shader mode."); - add_options.push_back(AddOption("Alpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Binormal", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal"), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("DepthTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "depth_texture"), "depth_texture", VisualShaderNode::PORT_TYPE_SAMPLER, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("FrontFacing", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "front_facing"), "front_facing", VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "point_coord"), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("ScreenTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture"), "screen_texture", VisualShaderNode::PORT_TYPE_SAMPLER, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Side", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "side"), "side", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Tangent", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "tangent"), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("UV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv"), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("UV2", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv2"), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("View", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view"), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - - add_options.push_back(AddOption("Albedo", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "albedo"), "albedo", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Attenuation", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "attenuation"), "attenuation", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Diffuse", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "diffuse"), "diffuse", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light"), "light", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color"), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Roughness", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "roughness"), "roughness", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Specular", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "specular"), "specular", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Transmission", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "transmission"), "transmission", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("View", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view"), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); - - add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Binormal", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal"), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("ModelView", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "modelview"), "modelview", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "tangent"), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("UV", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv"), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("UV2", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv2"), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); // CANVASITEM INPUTS - add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - 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, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("NormalTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "normal_texture"), "normal_texture", VisualShaderNode::PORT_TYPE_SAMPLER, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - 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, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - 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, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("ScreenTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture"), "screen_texture", VisualShaderNode::PORT_TYPE_SAMPLER, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - 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, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("Texture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture"), "texture", VisualShaderNode::PORT_TYPE_SAMPLER, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - - add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("LightAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_alpha"), "light_alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color"), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("LightHeight", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_height"), "light_height", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("LightUV", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_uv"), "light_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("LightVector", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_vec"), "light_vec", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("Normal", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "normal"), "normal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); - 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, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); - 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, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("ShadowAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow_alpha"), "shadow_alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("ShadowColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow_color"), "shadow_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("ShadowVec", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow_vec"), "shadow_vec", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("Texture", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture"), "texture", VisualShaderNode::PORT_TYPE_SAMPLER, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); - - add_options.push_back(AddOption("Extra", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "extra"), "extra", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM)); - 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, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("Projection", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "projection"), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("World", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "world"), "world", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); // PARTICLES INPUTS - add_options.push_back(AddOption("Active", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "active"), "active", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Custom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom"), "custom", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("CustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom_alpha"), "custom_alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Delta", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "delta"), "delta", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("EmissionTransform", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "emission_transform"), "emission_transform", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Index", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "index"), "index", VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("LifeTime", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "lifetime"), "lifetime", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Restart", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "restart"), "restart", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Time", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Transform", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "transform"), "transform", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Velocity", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "velocity"), "velocity", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); // SKY INPUTS - 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, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - 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, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - 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, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("EyeDir", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "eyedir"), "eyedir", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - 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, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - 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, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light0Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light0_color"), "light0_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light0Direction", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light0_direction"), "light0_direction", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light0Enabled", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light0_enabled"), "light0_enabled", VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light0Energy", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light0_energy"), "light0_energy", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light1Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light1_color"), "light1_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light1Direction", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light1_direction"), "light1_direction", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light1Enabled", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light1_enabled"), "light1_enabled", VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light1Energy", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light1_energy"), "light1_energy", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light2Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light2_color"), "light2_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light2Direction", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light2_direction"), "light2_direction", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light2Enabled", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light2_enabled"), "light2_enabled", VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light2Energy", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light2_energy"), "light2_energy", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light3Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light3_color"), "light3_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light3Direction", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light3_direction"), "light3_direction", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light3Enabled", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light3_enabled"), "light3_enabled", VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light3Energy", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light3_energy"), "light3_energy", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Position", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "position"), "position", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - 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, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - 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, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Radiance", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "radiance"), "radiance", VisualShaderNode::PORT_TYPE_SAMPLER, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("SkyCoords", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "sky_coords"), "sky_coords", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Time", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); // SCALAR @@ -2849,12 +3125,15 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup."), -1, -1)); texture_node_option_idx = add_options.size(); - add_options.push_back(AddOption("Texture2D", "Textures", "Functions", "VisualShaderNodeTexture", TTR("Perform the texture lookup."), -1, -1)); - add_options.push_back(AddOption("CubeMapUniform", "Textures", "Variables", "VisualShaderNodeCubemapUniform", TTR("Cubic texture uniform lookup."), -1, -1)); + add_options.push_back(AddOption("Texture2D", "Textures", "Functions", "VisualShaderNodeTexture", TTR("Perform the 2D texture lookup."), -1, -1)); add_options.push_back(AddOption("Texture2DArray", "Textures", "Functions", "VisualShaderNodeTexture2DArray", TTR("Perform the 2D-array texture lookup."), -1, -1, -1, -1, -1)); + add_options.push_back(AddOption("Texture3D", "Textures", "Functions", "VisualShaderNodeTexture3D", TTR("Perform the 3D texture lookup."), -1, -1)); + + add_options.push_back(AddOption("CubeMapUniform", "Textures", "Variables", "VisualShaderNodeCubemapUniform", TTR("Cubic texture uniform lookup."), -1, -1)); add_options.push_back(AddOption("TextureUniform", "Textures", "Variables", "VisualShaderNodeTextureUniform", TTR("2D texture uniform lookup."), -1, -1)); - add_options.push_back(AddOption("TextureUniformTriplanar", "Textures", "Variables", "VisualShaderNodeTextureUniformTriplanar", TTR("2D texture uniform lookup with triplanar."), -1, -1, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); + 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)); add_options.push_back(AddOption("Texture2DArrayUniform", "Textures", "Variables", "VisualShaderNodeTexture2DArrayUniform", TTR("2D array of textures uniform lookup."), -1, -1, -1, -1, -1)); + add_options.push_back(AddOption("Texture3DUniform", "Textures", "Variables", "VisualShaderNodeTexture3DUniform", TTR("3D texture uniform lookup."), -1, -1, -1, -1, -1)); // TRANSFORM @@ -2951,15 +3230,15 @@ VisualShaderEditor::VisualShaderEditor() { 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."))); add_options.push_back(AddOption("UniformRef", "Special", "", "VisualShaderNodeUniformRef", TTR("A reference to an existing uniform."))); - 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)); + 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)); + 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)); - 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, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, -1, -1, true)); - 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, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, -1, -1, true)); - 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, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, -1, -1, true)); - 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, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, -1, -1, true)); - 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, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, -1, -1, true)); - 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, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, -1, -1, true)); + 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)); + 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)); + 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)); + 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)); + 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)); + 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)); custom_node_option_idx = add_options.size(); ///////////////////////////////////////////////////////////////////// @@ -2979,12 +3258,16 @@ VisualShaderEditor::VisualShaderEditor() { default_plugin.instance(); add_plugin(default_plugin); + graph_plugin.instance(); + property_editor = memnew(CustomPropertyEditor); add_child(property_editor); property_editor->connect("variant_changed", callable_mp(this, &VisualShaderEditor::_port_edited)); } +///////////////// + void VisualShaderEditorPlugin::edit(Object *p_object) { visual_shader_editor->edit(Object::cast_to<VisualShader>(p_object)); } @@ -3119,6 +3402,8 @@ public: class VisualShaderNodePluginDefaultEditor : public VBoxContainer { GDCLASS(VisualShaderNodePluginDefaultEditor, VBoxContainer); Ref<Resource> parent_resource; + int node_id; + VisualShader::Type shader_type; public: void _property_changed(const String &p_property, const Variant &p_value, const String &p_field = "", bool p_changing = false) { @@ -3147,8 +3432,10 @@ public: } else { undo_redo->add_undo_method(this, "_open_inspector", (RES)parent_resource.ptr()); } - undo_redo->add_do_method(this, "_refresh_request"); - undo_redo->add_undo_method(this, "_refresh_request"); + } + 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->commit_action(); @@ -3164,10 +3451,6 @@ public: } } - void _refresh_request() { - VisualShaderEditor::get_singleton()->call_deferred("_update_graph"); - } - void _resource_selected(const String &p_path, RES p_resource) { _open_inspector(p_resource); } @@ -3193,6 +3476,9 @@ public: node = p_node; properties = p_properties; + node_id = (int)p_node->get_meta("id"); + shader_type = VisualShader::Type((int)p_node->get_meta("shader_type")); + for (int i = 0; i < p_properties.size(); i++) { HBoxContainer *hbox = memnew(HBoxContainer); hbox->set_h_size_flags(SIZE_EXPAND_FILL); @@ -3220,11 +3506,9 @@ public: properties[i]->set_name_split_ratio(0); } node->connect("changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_node_changed)); - node->connect("editor_refresh_request", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_refresh_request), varray(), CONNECT_DEFERRED); } static void _bind_methods() { - ClassDB::bind_method("_refresh_request", &VisualShaderNodePluginDefaultEditor::_refresh_request); // Used by UndoRedo. ClassDB::bind_method("_open_inspector", &VisualShaderNodePluginDefaultEditor::_open_inspector); // Used by UndoRedo. ClassDB::bind_method("_show_prop_names", &VisualShaderNodePluginDefaultEditor::_show_prop_names); // Used with call_deferred. } @@ -3313,6 +3597,10 @@ void EditorPropertyShaderMode::_option_selected(int p_which) { //do is easy undo_redo->add_do_method(visual_shader.ptr(), "set_mode", p_which); undo_redo->add_undo_method(visual_shader.ptr(), "set_mode", visual_shader->get_mode()); + + undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_set_mode", p_which); + undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_set_mode", visual_shader->get_mode()); + //now undo is hell //1. restore connections to output |
