summaryrefslogtreecommitdiffstats
path: root/editor/plugins/visual_shader_editor_plugin.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'editor/plugins/visual_shader_editor_plugin.cpp')
-rw-r--r--editor/plugins/visual_shader_editor_plugin.cpp1558
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