diff options
Diffstat (limited to 'editor/plugins/visual_shader_editor_plugin.cpp')
-rw-r--r-- | editor/plugins/visual_shader_editor_plugin.cpp | 115 |
1 files changed, 111 insertions, 4 deletions
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp index 9c1befa144..31e158bba7 100644 --- a/editor/plugins/visual_shader_editor_plugin.cpp +++ b/editor/plugins/visual_shader_editor_plugin.cpp @@ -1985,6 +1985,67 @@ bool VisualShaderEditor::_update_preview_parameter_tree() { return found; } +void VisualShaderEditor::_preview_tools_menu_option(int p_idx) { + ShaderMaterial *src_mat = nullptr; + + if (p_idx == COPY_PARAMS_FROM_MATERIAL || p_idx == PASTE_PARAMS_TO_MATERIAL) { + for (int i = EditorNode::get_singleton()->get_editor_selection_history()->get_path_size() - 1; i >= 0; i--) { + Object *object = ObjectDB::get_instance(EditorNode::get_singleton()->get_editor_selection_history()->get_path_object(i)); + ShaderMaterial *src_mat2; + if (!object) { + continue; + } + if (object->has_method("get_material_override")) { // Trying to get material from MeshInstance. + src_mat2 = Object::cast_to<ShaderMaterial>(object->call("get_material_override")); + } else if (object->has_method("get_material")) { // From CanvasItem/Node2D. + src_mat2 = Object::cast_to<ShaderMaterial>(object->call("get_material")); + } else { + src_mat2 = Object::cast_to<ShaderMaterial>(object); + } + + if (src_mat2 && src_mat2->get_shader().is_valid() && src_mat2->get_shader() == visual_shader) { + src_mat = src_mat2; + break; + } + } + } + + switch (p_idx) { + case COPY_PARAMS_FROM_MATERIAL: + if (src_mat) { + EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton(); + undo_redo->create_action(TTR("Copy Preview Shader Parameters From Material")); + + List<PropertyInfo> params; + preview_material->get_shader()->get_shader_uniform_list(¶ms); + for (const PropertyInfo &E : params) { + undo_redo->add_do_method(visual_shader.ptr(), "_set_preview_shader_parameter", E.name, src_mat->get_shader_parameter(E.name)); + undo_redo->add_undo_method(visual_shader.ptr(), "_set_preview_shader_parameter", E.name, preview_material->get_shader_parameter(E.name)); + } + + undo_redo->commit_action(); + } + break; + case PASTE_PARAMS_TO_MATERIAL: + if (src_mat) { + EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton(); + undo_redo->create_action(TTR("Paste Preview Shader Parameters To Material")); + + List<PropertyInfo> params; + preview_material->get_shader()->get_shader_uniform_list(¶ms); + for (const PropertyInfo &E : params) { + undo_redo->add_do_method(src_mat, "set_shader_parameter", E.name, preview_material->get_shader_parameter(E.name)); + undo_redo->add_undo_method(src_mat, "set_shader_parameter", E.name, src_mat->get_shader_parameter(E.name)); + } + + undo_redo->commit_action(); + } + break; + default: + break; + } +} + void VisualShaderEditor::_clear_preview_param() { selected_param_id = ""; current_prop = nullptr; @@ -4064,6 +4125,7 @@ void VisualShaderEditor::_connection_request(const String &p_from, int p_from_in int from = p_from.to_int(); int to = p_to.to_int(); + bool swap = last_to_node != -1 && Input::get_singleton()->is_key_pressed(Key::CMD_OR_CTRL); if (!visual_shader->can_connect_nodes(type, from, p_from_index, to, p_to_index)) { return; @@ -4081,6 +4143,14 @@ void VisualShaderEditor::_connection_request(const String &p_from, int p_from_in undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port); undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port); undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port); + + if (swap) { + undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, last_to_node, last_to_port); + undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, last_to_node, last_to_port); + undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, last_to_node, last_to_port); + undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, last_to_node, last_to_port); + } + break; } } @@ -4094,6 +4164,9 @@ void VisualShaderEditor::_connection_request(const String &p_from, int p_from_in undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to); undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to); undo_redo->commit_action(); + + last_to_node = -1; + last_to_port = -1; } void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) { @@ -4104,6 +4177,11 @@ void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from int from = p_from.to_int(); int to = p_to.to_int(); + last_to_node = to; + last_to_port = p_to_index; + + info_label->show(); + EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton(); 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); @@ -4115,6 +4193,10 @@ void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from undo_redo->commit_action(); } +void VisualShaderEditor::_connection_drag_ended() { + info_label->hide(); +} + void VisualShaderEditor::_connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position) { from_node = p_from.to_int(); from_slot = p_from_slot; @@ -5019,8 +5101,11 @@ void VisualShaderEditor::_param_property_changed(const String &p_property, const void VisualShaderEditor::_update_current_param() { if (current_prop != nullptr) { String name = current_prop->get_meta("id"); - preview_material->set("shader_parameter/" + name, visual_shader->_get_preview_shader_parameter(name)); - + if (visual_shader->_has_preview_shader_parameter(name)) { + preview_material->set("shader_parameter/" + name, visual_shader->_get_preview_shader_parameter(name)); + } else { + preview_material->set("shader_parameter/" + name, Variant()); + } current_prop->update_property(); current_prop->update_editor_property_status(); current_prop->update_cache(); @@ -5159,6 +5244,7 @@ void VisualShaderEditor::_notification(int p_what) { } tools->set_button_icon(get_editor_theme_icon(SNAME("Tools"))); + preview_tools->set_button_icon(get_editor_theme_icon(SNAME("Tools"))); if (is_visible_in_tree()) { _update_graph(); @@ -6305,6 +6391,7 @@ VisualShaderEditor::VisualShaderEditor() { graph->connect(SceneStringName(gui_input), callable_mp(this, &VisualShaderEditor::_graph_gui_input)); graph->connect("connection_to_empty", callable_mp(this, &VisualShaderEditor::_connection_to_empty)); graph->connect("connection_from_empty", callable_mp(this, &VisualShaderEditor::_connection_from_empty)); + graph->connect("connection_drag_ended", callable_mp(this, &VisualShaderEditor::_connection_drag_ended)); graph->connect(SceneStringName(visibility_changed), callable_mp(this, &VisualShaderEditor::_visibility_changed)); graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR); graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR_INT); @@ -6365,6 +6452,13 @@ VisualShaderEditor::VisualShaderEditor() { graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShaderNode::PORT_TYPE_TRANSFORM); graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SAMPLER, VisualShaderNode::PORT_TYPE_SAMPLER); + info_label = memnew(Label); + info_label->set_text(vformat(TTR("Hold %s Key To Swap Connections"), keycode_get_string((Key)KeyModifierMask::CMD_OR_CTRL))); + info_label->set_anchors_and_offsets_preset(Control::PRESET_BOTTOM_WIDE, PRESET_MODE_MINSIZE, 20); + info_label->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER); + info_label->hide(); + graph->get_top_layer()->add_child(info_label); + PanelContainer *toolbar_panel = static_cast<PanelContainer *>(graph->get_menu_hbox()->get_parent()); toolbar_panel->set_anchors_and_offsets_preset(Control::PRESET_TOP_WIDE, PRESET_MODE_MINSIZE, 10); toolbar_panel->set_mouse_filter(Control::MOUSE_FILTER_IGNORE); @@ -6555,11 +6649,21 @@ VisualShaderEditor::VisualShaderEditor() { VBoxContainer *params_vbox = memnew(VBoxContainer); preview_split->add_child(params_vbox); + HBoxContainer *filter_hbox = memnew(HBoxContainer); + params_vbox->add_child(filter_hbox); + param_filter = memnew(LineEdit); + filter_hbox->add_child(param_filter); param_filter->connect(SceneStringName(text_changed), callable_mp(this, &VisualShaderEditor::_param_filter_changed)); param_filter->set_h_size_flags(SIZE_EXPAND_FILL); param_filter->set_placeholder(TTR("Filter Parameters")); - params_vbox->add_child(param_filter); + + preview_tools = memnew(MenuButton); + filter_hbox->add_child(preview_tools); + preview_tools->set_tooltip_text(TTR("Options")); + preview_tools->get_popup()->connect(SceneStringName(id_pressed), callable_mp(this, &VisualShaderEditor::_preview_tools_menu_option)); + preview_tools->get_popup()->add_item(TTR("Copy Parameters From Material"), COPY_PARAMS_FROM_MATERIAL); + preview_tools->get_popup()->add_item(TTR("Paste Parameters To Material"), PASTE_PARAMS_TO_MATERIAL); ScrollContainer *sc = memnew(ScrollContainer); sc->set_v_size_flags(SIZE_EXPAND_FILL); @@ -6775,8 +6879,10 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("Grayscale", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Grayscale function."), { VisualShaderNodeColorFunc::FUNC_GRAYSCALE }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); add_options.push_back(AddOption("HSV2RGB", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Converts HSV vector to RGB equivalent."), { VisualShaderNodeColorFunc::FUNC_HSV2RGB, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("LinearToSRGB", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Converts color from linear to sRGB color space."), { VisualShaderNodeColorFunc::FUNC_LINEAR_TO_SRGB }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); add_options.push_back(AddOption("RGB2HSV", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Converts RGB vector to HSV equivalent."), { VisualShaderNodeColorFunc::FUNC_RGB2HSV, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); add_options.push_back(AddOption("Sepia", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Sepia function."), { VisualShaderNodeColorFunc::FUNC_SEPIA }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("SRGBToLinear", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Converts color from sRGB to linear color space."), { VisualShaderNodeColorFunc::FUNC_SRGB_TO_LINEAR }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); add_options.push_back(AddOption("Burn", "Color/Operators", "VisualShaderNodeColorOp", TTR("Burn operator."), { VisualShaderNodeColorOp::OP_BURN }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); add_options.push_back(AddOption("Darken", "Color/Operators", "VisualShaderNodeColorOp", TTR("Darken operator."), { VisualShaderNodeColorOp::OP_DARKEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); @@ -6922,7 +7028,7 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("NodePositionView", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_view", "NODE_POSITION_VIEW"), { "node_position_view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("NodePositionWorld", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_world", "NODE_POSITION_WORLD"), { "node_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, 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"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, 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"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ScreenUV", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, 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"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, 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"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, 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"), { "view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); @@ -6940,6 +7046,7 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("LightIsDirectional", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_is_directional", "LIGHT_IS_DIRECTIONAL"), { "light_is_directional" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Metallic", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "metallic", "METALLIC"), { "metallic" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Roughness", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "roughness", "ROUGHNESS"), { "roughness" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ScreenUV", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Specular", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "specular", "SPECULAR_LIGHT"), { "specular" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, 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"), { "view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); 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