diff options
Diffstat (limited to 'editor/plugins/visual_shader_editor_plugin.cpp')
| -rw-r--r-- | editor/plugins/visual_shader_editor_plugin.cpp | 357 |
1 files changed, 263 insertions, 94 deletions
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp index 0eeb104777..ad698be0a3 100644 --- a/editor/plugins/visual_shader_editor_plugin.cpp +++ b/editor/plugins/visual_shader_editor_plugin.cpp @@ -58,7 +58,15 @@ void VisualShaderNodePlugin::_bind_methods() { void VisualShaderEditor::edit(VisualShader *p_visual_shader) { + bool changed = false; if (p_visual_shader) { + if (visual_shader.is_null()) { + changed = true; + } else { + if (visual_shader.ptr() != p_visual_shader) { + changed = true; + } + } visual_shader = Ref<VisualShader>(p_visual_shader); } else { visual_shader.unref(); @@ -67,6 +75,9 @@ void VisualShaderEditor::edit(VisualShader *p_visual_shader) { if (visual_shader.is_null()) { hide(); } else { + if (changed) { // to avoid tree collapse + _update_options_menu(); + } _update_graph(); } } @@ -172,6 +183,13 @@ void VisualShaderEditor::_update_options_menu() { int item_count = 0; int item_count2 = 0; + bool is_first_item = true; + + int current_func = -1; + + if (!visual_shader.is_null()) { + current_func = visual_shader->get_mode(); + } for (int i = 0; i < add_options.size() + 1; i++) { @@ -197,6 +215,7 @@ void VisualShaderEditor::_update_options_menu() { prev_sub_category = ""; category = members->create_item(root); category->set_text(0, add_options[i].category); + category->set_selectable(0, false); if (!use_filter) category->set_collapsed(true); } @@ -212,15 +231,20 @@ void VisualShaderEditor::_update_options_menu() { item_count2 = 0; sub_category = members->create_item(category); sub_category->set_text(0, add_options[i].sub_category); + sub_category->set_selectable(0, false); if (!use_filter) sub_category->set_collapsed(true); } } if (sub_category != NULL) { - if (_is_available(add_options[i].mode)) { + if ((add_options[i].func == current_func || add_options[i].func == -1) && _is_available(add_options[i].mode)) { ++item_count2; TreeItem *item = members->create_item(sub_category); item->set_text(0, add_options[i].name); + if (is_first_item) { + item->select(0); + is_first_item = false; + } switch (add_options[i].return_type) { case VisualShaderNode::PORT_TYPE_SCALAR: item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("float", "EditorIcons")); @@ -245,7 +269,7 @@ void VisualShaderEditor::_update_options_menu() { } } else { if (category != NULL) { - if (_is_available(add_options[i].mode)) { + if ((add_options[i].func == current_func || add_options[i].func == -1) && _is_available(add_options[i].mode)) { ++item_count; TreeItem *item = members->create_item(category); item->set_text(0, add_options[i].name); @@ -303,6 +327,21 @@ static Ref<StyleBoxEmpty> make_empty_stylebox(float p_margin_left = -1, float p_ 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_stylebox("frame", "GraphNode"); + Color c = sb->get_border_color(); + Color mono_color = ((c.r + c.g + c.b) / 3) < 0.7 ? Color(1.0, 1.0, 1.0) : Color(0.0, 0.0, 0.0); + mono_color.a = 0.85; + c = mono_color; + + node->add_color_override("title_color", c); + c.a = 0.7; + node->add_color_override("close_color", c); + } +} + void VisualShaderEditor::_update_graph() { if (updating) @@ -344,7 +383,6 @@ void VisualShaderEditor::_update_graph() { Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, nodes[n_i]); GraphNode *node = memnew(GraphNode); - graph->add_child(node); /*if (!vsnode->is_connected("changed", this, "_node_changed")) { vsnode->connect("changed", this, "_node_changed", varray(vsnode->get_instance_id()), CONNECT_DEFERRED); @@ -367,6 +405,9 @@ void VisualShaderEditor::_update_graph() { Ref<VisualShaderNodeUniform> 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); @@ -484,7 +525,7 @@ void VisualShaderEditor::_update_graph() { } } - if (valid_right && edit_type->get_selected() == VisualShader::TYPE_FRAGMENT) { + if (valid_right && edit_type->get_selected() == VisualShader::TYPE_FRAGMENT && port_right != VisualShaderNode::PORT_TYPE_TRANSFORM) { TextureButton *preview = memnew(TextureButton); preview->set_toggle_mode(true); preview->set_normal_texture(get_icon("GuiVisibilityHidden", "EditorIcons")); @@ -502,21 +543,9 @@ void VisualShaderEditor::_update_graph() { 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 (EditorSettings::get_singleton()->get("interface/theme/use_graph_node_headers")) { - Ref<StyleBoxFlat> sb = node->get_stylebox("frame", "GraphNode"); - Color c = sb->get_border_color(); - Color mono_color = ((c.r + c.g + c.b) / 3) < 0.7 ? Color(1.0, 1.0, 1.0) : Color(0.0, 0.0, 0.0); - mono_color.a = 0.85; - c = mono_color; - - node->add_color_override("title_color", c); - c.a = 0.7; - node->add_color_override("close_color", c); - } } - if (vsnode->get_output_port_for_preview() >= 0) { + if (vsnode->get_output_port_for_preview() >= 0 && vsnode->get_output_port_type(vsnode->get_output_port_for_preview()) != VisualShaderNode::PORT_TYPE_TRANSFORM) { 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); @@ -530,6 +559,11 @@ void VisualShaderEditor::_update_graph() { error_label->set_text(error); node->add_child(error_label); } + + if (!uniform.is_valid()) { + graph->add_child(node); + _update_created_node(node); + } } for (List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) { @@ -750,7 +784,6 @@ void VisualShaderEditor::_connection_request(const String &p_from, int p_from_in int to = p_to.to_int(); if (!visual_shader->can_connect_nodes(type, from, p_from_index, to, p_to_index)) { - EditorNode::get_singleton()->show_warning(TTR("Unable to connect, port may be in use or connection may be invalid.")); return; } @@ -833,40 +866,56 @@ void VisualShaderEditor::_node_selected(Object *p_node) { //EditorNode::get_singleton()->push_item(vsnode.ptr(), "", true); } -void VisualShaderEditor::_member_gui_input(const Ref<InputEvent> p_event) { +void VisualShaderEditor::_graph_gui_input(const Ref<InputEvent> p_event) { + Ref<InputEventMouseButton> mb = p_event; - Ref<InputEventKey> key = p_event; - if (mb.is_valid()) { - if (mb->is_pressed() && mb->get_button_index() == BUTTON_LEFT && mb->is_doubleclick()) { - _member_create(); - } - } else if (key.is_valid()) { - if (key->is_pressed() && key->get_scancode() == KEY_ENTER) { - _member_create(); - } - } + if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == BUTTON_RIGHT) + _show_members_dialog(true); } -void VisualShaderEditor::_input(const Ref<InputEvent> p_event) { - if (graph->has_focus()) { - Ref<InputEventMouseButton> mb = p_event; +void VisualShaderEditor::_show_members_dialog(bool at_mouse_pos) { - if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == BUTTON_RIGHT) { - saved_node_pos_dirty = true; - saved_node_pos = graph->get_local_mouse_position(); + members_dialog->popup(); - Point2 gpos = Input::get_singleton()->get_mouse_position(); - members_dialog->popup(); - members_dialog->set_position(gpos); - } + if (at_mouse_pos) { + saved_node_pos_dirty = true; + saved_node_pos = graph->get_local_mouse_position(); + + Point2 gpos = Input::get_singleton()->get_mouse_position(); + members_dialog->popup(); + members_dialog->set_position(gpos); + } else { + saved_node_pos_dirty = false; + members_dialog->set_position(graph->get_global_position() + Point2(5 * EDSCALE, 65 * EDSCALE)); } + + // keep dialog within window bounds + Size2 window_size = OS::get_singleton()->get_window_size(); + Rect2 dialog_rect = members_dialog->get_global_rect(); + if (dialog_rect.position.y + dialog_rect.size.y > window_size.y) { + int difference = dialog_rect.position.y + dialog_rect.size.y - window_size.y; + members_dialog->set_position(members_dialog->get_position() - Point2(0, difference)); + } + if (dialog_rect.position.x + dialog_rect.size.x > window_size.x) { + int difference = dialog_rect.position.x + dialog_rect.size.x - window_size.x; + members_dialog->set_position(members_dialog->get_position() - Point2(difference, 0)); + } + + node_filter->call_deferred("grab_focus"); // still not visible + node_filter->select_all(); } -void VisualShaderEditor::_show_members_dialog() { - saved_node_pos_dirty = false; - members_dialog->popup(); - members_dialog->set_position(graph->get_global_position() + Point2(5 * EDSCALE, 65 * EDSCALE)); +void VisualShaderEditor::_sbox_input(const Ref<InputEvent> &p_ie) { + Ref<InputEventKey> ie = p_ie; + if (ie.is_valid() && (ie->get_scancode() == KEY_UP || + ie->get_scancode() == KEY_DOWN || + ie->get_scancode() == KEY_ENTER || + ie->get_scancode() == KEY_KP_ENTER)) { + + members->call("_gui_input", ie); + node_filter->accept_event(); + } } void VisualShaderEditor::_notification(int p_what) { @@ -1004,6 +1053,58 @@ void VisualShaderEditor::_duplicate_nodes() { } } +void VisualShaderEditor::_on_nodes_delete() { + + VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); + List<int> to_erase; + + for (int i = 0; i < graph->get_child_count(); i++) { + GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i)); + if (gn) { + if (gn->is_selected() && gn->is_close_button_visible()) { + to_erase.push_back(gn->get_name().operator String().to_int()); + } + } + } + + if (to_erase.empty()) + return; + + undo_redo->create_action(TTR("Delete Nodes")); + + for (List<int>::Element *F = to_erase.front(); F; F = F->next()) { + undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, F->get()); + undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, visual_shader->get_node(type, F->get()), visual_shader->get_node_position(type, F->get()), F->get()); + } + + 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()) { + if (E->get().from_node == F->get() || E->get().to_node == F->get()) { + + bool cancel = false; + for (List<VisualShader::Connection>::Element *R = used_conns.front(); R; R = R->next()) { + if (R->get().from_node == E->get().from_node && R->get().from_port == E->get().from_port && R->get().to_node == E->get().to_node && R->get().to_port == E->get().to_port) { + cancel = true; // to avoid ERR_ALREADY_EXISTS warning + break; + } + } + 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); + used_conns.push_back(E->get()); + } + } + } + } + + undo_redo->add_do_method(this, "_update_graph"); + undo_redo->add_undo_method(this, "_update_graph"); + undo_redo->commit_action(); +} + void VisualShaderEditor::_mode_selected(int p_id) { _update_options_menu(); _update_graph(); @@ -1166,8 +1267,8 @@ void VisualShaderEditor::drop_data_fw(const Point2 &p_point, const Variant &p_da } void VisualShaderEditor::_bind_methods() { - ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph); + ClassDB::bind_method("_update_options_menu", &VisualShaderEditor::_update_options_menu); ClassDB::bind_method("_add_node", &VisualShaderEditor::_add_node); ClassDB::bind_method("_node_dragged", &VisualShaderEditor::_node_dragged); ClassDB::bind_method("_connection_request", &VisualShaderEditor::_connection_request); @@ -1175,6 +1276,7 @@ void VisualShaderEditor::_bind_methods() { ClassDB::bind_method("_node_selected", &VisualShaderEditor::_node_selected); ClassDB::bind_method("_scroll_changed", &VisualShaderEditor::_scroll_changed); ClassDB::bind_method("_delete_request", &VisualShaderEditor::_delete_request); + ClassDB::bind_method("_on_nodes_delete", &VisualShaderEditor::_on_nodes_delete); ClassDB::bind_method("_node_changed", &VisualShaderEditor::_node_changed); ClassDB::bind_method("_edit_port_default_input", &VisualShaderEditor::_edit_port_default_input); ClassDB::bind_method("_port_edited", &VisualShaderEditor::_port_edited); @@ -1185,7 +1287,7 @@ void VisualShaderEditor::_bind_methods() { ClassDB::bind_method("_mode_selected", &VisualShaderEditor::_mode_selected); ClassDB::bind_method("_input_select_item", &VisualShaderEditor::_input_select_item); ClassDB::bind_method("_preview_select_port", &VisualShaderEditor::_preview_select_port); - ClassDB::bind_method("_input", &VisualShaderEditor::_input); + ClassDB::bind_method("_graph_gui_input", &VisualShaderEditor::_graph_gui_input); 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); @@ -1194,7 +1296,7 @@ void VisualShaderEditor::_bind_methods() { ClassDB::bind_method("_is_available", &VisualShaderEditor::_is_available); ClassDB::bind_method("_tools_menu_option", &VisualShaderEditor::_tools_menu_option); ClassDB::bind_method("_show_members_dialog", &VisualShaderEditor::_show_members_dialog); - ClassDB::bind_method("_member_gui_input", &VisualShaderEditor::_member_gui_input); + ClassDB::bind_method("_sbox_input", &VisualShaderEditor::_sbox_input); ClassDB::bind_method("_member_filter_changed", &VisualShaderEditor::_member_filter_changed); ClassDB::bind_method("_member_selected", &VisualShaderEditor::_member_selected); ClassDB::bind_method("_member_unselected", &VisualShaderEditor::_member_unselected); @@ -1224,6 +1326,8 @@ VisualShaderEditor::VisualShaderEditor() { graph->connect("node_selected", this, "_node_selected"); graph->connect("scroll_offset_changed", this, "_scroll_changed"); graph->connect("duplicate_nodes_request", this, "_duplicate_nodes"); + graph->connect("delete_nodes_request", this, "_on_nodes_delete"); + graph->connect("gui_input", this, "_graph_gui_input"); 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_VECTOR); graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_BOOLEAN); @@ -1252,7 +1356,7 @@ VisualShaderEditor::VisualShaderEditor() { graph->get_zoom_hbox()->add_child(add_node); add_node->set_text(TTR("Add Node...")); graph->get_zoom_hbox()->move_child(add_node, 0); - add_node->connect("pressed", this, "_show_members_dialog"); + add_node->connect("pressed", this, "_show_members_dialog", varray(false)); /////////////////////////////////////// // SHADER NODES TREE @@ -1267,6 +1371,7 @@ VisualShaderEditor::VisualShaderEditor() { node_filter = memnew(LineEdit); filter_hb->add_child(node_filter); node_filter->connect("text_changed", this, "_member_filter_changed"); + node_filter->connect("gui_input", this, "_sbox_input"); node_filter->set_h_size_flags(SIZE_EXPAND_FILL); node_filter->set_placeholder(TTR("Search")); @@ -1286,9 +1391,9 @@ VisualShaderEditor::VisualShaderEditor() { members->set_allow_reselect(true); members->set_hide_folding(false); members->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE)); + members->connect("item_activated", this, "_member_create"); members->connect("item_selected", this, "_member_selected"); members->connect("nothing_selected", this, "_member_unselected"); - members->connect("gui_input", this, "_member_gui_input"); Label *desc_label = memnew(Label); members_vb->add_child(desc_label); @@ -1346,56 +1451,113 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("ColorUniform", "Color", "Variables", "VisualShaderNodeColorUniform", TTR("Color uniform."), -1, VisualShaderNode::PORT_TYPE_COLOR)); // BOOLEAN - - add_options.push_back(AddOption("BooleanConstant", "Boolean", "Variables", "VisualShaderNodeBooleanConstant", TTR("Boolean constant."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN)); - add_options.push_back(AddOption("BooleanUniform", "Boolean", "Variables", "VisualShaderNodeBooleanUniform", TTR("Boolean uniform."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN)); + add_options.push_back(AddOption("If", "Conditional", "Functions", "VisualShaderNodeIf", TTR("Returns an associated vector if the provided scalars are equal, greater or less."), -1, VisualShaderNode::PORT_TYPE_VECTOR)); + add_options.push_back(AddOption("Switch", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated vector if the provided boolean value is true or false."), -1, VisualShaderNode::PORT_TYPE_VECTOR)); + add_options.push_back(AddOption("BooleanConstant", "Conditional", "Variables", "VisualShaderNodeBooleanConstant", TTR("Boolean constant."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN)); + add_options.push_back(AddOption("BooleanUniform", "Conditional", "Variables", "VisualShaderNodeBooleanUniform", TTR("Boolean uniform."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN)); // INPUT - add_options.push_back(AddOption("Camera", "Input", "All", "VisualShaderNodeInput", TTR("'camera' input parameter for all shader modes."), "camera", VisualShaderNode::PORT_TYPE_TRANSFORM)); - add_options.push_back(AddOption("InvCamera", "Input", "All", "VisualShaderNodeInput", TTR("'inv_camera' input parameter for all shader modes."), "inv_camera", VisualShaderNode::PORT_TYPE_TRANSFORM)); - add_options.push_back(AddOption("InvProjection", "Input", "All", "VisualShaderNodeInput", TTR("'inv_projection' input parameter for all shader modes."), "inv_projection", VisualShaderNode::PORT_TYPE_TRANSFORM)); - add_options.push_back(AddOption("Normal", "Input", "All", "VisualShaderNodeInput", TTR("'normal' input parameter for all shader modes."), "normal", VisualShaderNode::PORT_TYPE_VECTOR)); - add_options.push_back(AddOption("Projection", "Input", "All", "VisualShaderNodeInput", TTR("'projection' input parameter for all shader modes."), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM)); - add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", TTR("'time' input parameter for all shader modes."), "time", VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("ViewportSize", "Input", "All", "VisualShaderNodeInput", TTR("'viewport_size' input parameter for all shader modes."), "viewport_size", VisualShaderNode::PORT_TYPE_VECTOR)); - add_options.push_back(AddOption("World", "Input", "All", "VisualShaderNodeInput", TTR("'world' input parameter for all shader modes."), "world", VisualShaderNode::PORT_TYPE_TRANSFORM)); + // SPATIAL-FOR-ALL + + add_options.push_back(AddOption("Camera", "Input", "All", "VisualShaderNodeInput", TTR("'camera' input parameter for all shader modes."), "camera", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("InvCamera", "Input", "All", "VisualShaderNodeInput", TTR("'inv_camera' input parameter for all shader modes."), "inv_camera", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("InvProjection", "Input", "All", "VisualShaderNodeInput", TTR("'inv_projection' input parameter for all shader modes."), "inv_projection", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Normal", "Input", "All", "VisualShaderNodeInput", TTR("'normal' input parameter for all shader modes."), "normal", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Projection", "Input", "All", "VisualShaderNodeInput", TTR("'projection' input parameter for all shader modes."), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", TTR("'time' input parameter for all shader modes."), "time", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ViewportSize", "Input", "All", "VisualShaderNodeInput", TTR("'viewport_size' input parameter for all shader modes."), "viewport_size", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("World", "Input", "All", "VisualShaderNodeInput", TTR("'world' input parameter for all shader modes."), "world", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); + + // CANVASITEM-FOR-ALL + + add_options.push_back(AddOption("Alpha", "Input", "All", "VisualShaderNodeInput", TTR("'alpha' input parameter for all shader modes."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", TTR("'color' input parameter for all shader modes."), "color", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("TexturePixelSize", "Input", "All", "VisualShaderNodeInput", TTR("'texture_pixel_size' input parameter for all shader modes."), "texture_pixel_size", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", TTR("'time' input parameter for all shader modes."), "time", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", TTR("'uv' input parameter for all shader modes."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_CANVAS_ITEM)); + + ///////////////// add_options.push_back(AddOption("Input", "Input", "Common", "VisualShaderNodeInput", TTR("Input parameter."))); - add_options.push_back(AddOption("Alpha", "Input", "Fragment", "VisualShaderNodeInput", TTR("'alpha' input parameter for fragment shader mode."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("Binormal", "Input", "Fragment", "VisualShaderNodeInput", TTR("'binormal' input parameter for fragment shader mode."), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", TTR("'color' input parameter for fragment shader mode."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment shader mode."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'point_coord' input parameter for fragment shader mode."), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'screen_uv' input parameter for fragment shader mode."), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("Side", "Input", "Fragment", "VisualShaderNodeInput", TTR("'side' input parameter for fragment shader mode."), "side", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("Tangent", "Input", "Fragment", "VisualShaderNodeInput", TTR("'tangent' input parameter for fragment shader mode."), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("UV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'uv' input parameter for fragment shader mode."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("UV2", "Input", "Fragment", "VisualShaderNodeInput", TTR("'uv2' input parameter for fragment shader mode."), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", TTR("'vertex' input parameter for fragment shader mode."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("View", "Input", "Fragment", "VisualShaderNodeInput", TTR("'view' input parameter for fragment shader mode."), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - - add_options.push_back(AddOption("Albedo", "Input", "Light", "VisualShaderNodeInput", TTR("'albedo' input parameter for light shader mode."), "albedo", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("Attenuation", "Input", "Light", "VisualShaderNodeInput", TTR("'attenuation' input parameter for light shader mode."), "attenuation", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("Diffuse", "Input", "Light", "VisualShaderNodeInput", TTR("'diffuse' input parameter for light shader mode."), "diffuse", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for light shader mode."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", TTR("'light' input parameter for light shader mode."), "light", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", TTR("'light_color' input parameter for light shader mode."), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("Roughness", "Input", "Light", "VisualShaderNodeInput", TTR("'roughness' input parameter for light shader mode."), "roughness", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("Specular", "Input", "Light", "VisualShaderNodeInput", TTR("'specular' input parameter for light shader mode."), "specular", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("Transmission", "Input", "Light", "VisualShaderNodeInput", TTR("'transmission' input parameter for light shader mode."), "transmission", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("View", "Input", "Light", "VisualShaderNodeInput", TTR("'view' input parameter for light shader mode."), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - - add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", TTR("'alpha' input parameter for vertex shader mode."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX)); - add_options.push_back(AddOption("Binormal", "Input", "Vertex", "VisualShaderNodeInput", TTR("'binormal' input parameter for vertex shader mode."), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX)); - add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", TTR("'color' input parameter for vertex shader mode."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX)); - add_options.push_back(AddOption("ModelView", "Input", "Vertex", "VisualShaderNodeInput", TTR("'modelview' input parameter for vertex shader mode."), "modelview", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX)); - add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", TTR("'point_size' input parameter for vertex shader mode."), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX)); - add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", TTR("'tangent' input parameter for vertex shader mode."), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX)); - add_options.push_back(AddOption("UV", "Input", "Vertex", "VisualShaderNodeInput", TTR("'uv' input parameter for vertex shader mode."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX)); - add_options.push_back(AddOption("UV2", "Input", "Vertex", "VisualShaderNodeInput", TTR("'uv2' input parameter for vertex shader mode."), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX)); - add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", TTR("'vertex' input parameter for vertex shader mode."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX)); + // SPATIAL INPUTS + + add_options.push_back(AddOption("Alpha", "Input", "Fragment", "VisualShaderNodeInput", TTR("'alpha' input parameter for vertex and fragment shader modes."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Binormal", "Input", "Fragment", "VisualShaderNodeInput", TTR("'binormal' input parameter for vertex and fragment shader modes."), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", TTR("'color' input parameter for vertex and fragment shader modes."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment and light shader modes."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'point_coord' input parameter for fragment shader mode."), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'screen_uv' input parameter for fragment shader mode."), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Side", "Input", "Fragment", "VisualShaderNodeInput", TTR("'side' input parameter for fragment shader mode."), "side", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Tangent", "Input", "Fragment", "VisualShaderNodeInput", TTR("'tangent' input parameter for vertex and fragment shader modes."), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("UV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'uv' input parameter for vertex and fragment shader modes."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("UV2", "Input", "Fragment", "VisualShaderNodeInput", TTR("'uv2' input parameter for vertex and fragment shader modes."), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", TTR("'vertex' input parameter for vertex and fragment shader modes."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("View", "Input", "Fragment", "VisualShaderNodeInput", TTR("'view' input parameter for fragment and light shader modes."), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + + add_options.push_back(AddOption("Albedo", "Input", "Light", "VisualShaderNodeInput", TTR("'albedo' input parameter for light shader mode."), "albedo", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Attenuation", "Input", "Light", "VisualShaderNodeInput", TTR("'attenuation' input parameter for light shader mode."), "attenuation", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Diffuse", "Input", "Light", "VisualShaderNodeInput", TTR("'diffuse' input parameter for light shader mode."), "diffuse", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment and light shader modes."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", TTR("'light' input parameter for light shader mode."), "light", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", TTR("'light_color' input parameter for light shader mode."), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Roughness", "Input", "Light", "VisualShaderNodeInput", TTR("'roughness' input parameter for light shader mode."), "roughness", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Specular", "Input", "Light", "VisualShaderNodeInput", TTR("'specular' input parameter for light shader mode."), "specular", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Transmission", "Input", "Light", "VisualShaderNodeInput", TTR("'transmission' input parameter for light shader mode."), "transmission", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("View", "Input", "Light", "VisualShaderNodeInput", TTR("'view' input parameter for fragment and light shader modes."), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); + + add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", TTR("'alpha' input parameter for vertex and fragment shader modes."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Binormal", "Input", "Vertex", "VisualShaderNodeInput", TTR("'binormal' input parameter for vertex and fragment shader modes."), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", TTR("'color' input parameter for vertex and fragment shader modes."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ModelView", "Input", "Vertex", "VisualShaderNodeInput", TTR("'modelview' input parameter for vertex shader mode."), "modelview", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", TTR("'point_size' input parameter for vertex shader mode."), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", TTR("'tangent' input parameter for vertex and fragment shader mode."), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("UV", "Input", "Vertex", "VisualShaderNodeInput", TTR("'uv' input parameter for vertex and fragment shader modes."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("UV2", "Input", "Vertex", "VisualShaderNodeInput", TTR("'uv2' input parameter for vertex and fragment shader modes."), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", TTR("'vertex' input parameter for vertex and fragment shader modes."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); + + // CANVASITEM INPUTS + + add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment and light shader modes."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightPass", "Input", "Fragment", "VisualShaderNodeInput", TTR("'light_pass' input parameter for vertex and fragment shader modes."), "light_pass", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'point_coord' input parameter for fragment and light shader modes."), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("ScreenPixelSize", "Input", "Fragment", "VisualShaderNodeInput", TTR("'screen_pixel_size' input parameter for fragment shader mode."), "screen_pixel_size", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'screen_uv' input parameter for fragment and light shader modes."), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + + add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment and light shader modes."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightAlpha", "Input", "Light", "VisualShaderNodeInput", TTR("'light_alpha' input parameter for light shader mode."), "light_alpha", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", TTR("'light_color' input parameter for light shader mode."), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightHeight", "Input", "Light", "VisualShaderNodeInput", TTR("'light_height' input parameter for light shader mode."), "light_height", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightUV", "Input", "Light", "VisualShaderNodeInput", TTR("'light_uv' input parameter for light shader mode."), "light_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightVector", "Input", "Light", "VisualShaderNodeInput", TTR("'light_vec' input parameter for light shader mode."), "light_vec", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Normal", "Input", "Light", "VisualShaderNodeInput", TTR("'normal' input parameter for light shader mode."), "normal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("PointCoord", "Input", "Light", "VisualShaderNodeInput", TTR("'point_coord' input parameter for fragment and light shader modes."), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("ScreenUV", "Input", "Light", "VisualShaderNodeInput", TTR("'screen_uv' input parameter for fragment and light shader modes."), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("ShadowColor", "Input", "Light", "VisualShaderNodeInput", TTR("'shadow_color' input parameter for light shader mode."), "shadow_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); + + add_options.push_back(AddOption("Extra", "Input", "Vertex", "VisualShaderNodeInput", TTR("'extra' input parameter for vertex shader mode."), "extra", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightPass", "Input", "Vertex", "VisualShaderNodeInput", TTR("'light_pass' input parameter for vertex and fragment shader modes."), "light_pass", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", TTR("'point_size' input parameter for vertex shader mode."), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Projection", "Input", "Vertex", "VisualShaderNodeInput", TTR("'projection' input parameter for vertex shader mode."), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", TTR("'vertex' input parameter for vertex shader mode."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("World", "Input", "Vertex", "VisualShaderNodeInput", TTR("'world' input parameter for vertex shader mode."), "world", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM)); + + // PARTICLES INPUTS + + add_options.push_back(AddOption("Active", "Input", "Vertex", "VisualShaderNodeInput", TTR("'active' input parameter for vertex shader mode."), "active", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", TTR("'alpha' input parameter for vertex shader mode."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", TTR("'color' input parameter for vertex shader mode."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Custom", "Input", "Vertex", "VisualShaderNodeInput", TTR("'custom' input parameter for vertex shader mode."), "custom", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("CustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", TTR("'custom_alpha' input parameter for vertex shader mode."), "custom_alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Delta", "Input", "Vertex", "VisualShaderNodeInput", TTR("'delta' input parameter for vertex shader mode."), "delta", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("EmissionTransform", "Input", "Vertex", "VisualShaderNodeInput", TTR("'emission_transform' input parameter for vertex shader mode."), "emission_transform", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Index", "Input", "Vertex", "VisualShaderNodeInput", TTR("'index' input parameter for vertex shader mode."), "index", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("LifeTime", "Input", "Vertex", "VisualShaderNodeInput", TTR("'lifetime' input parameter for vertex shader mode."), "lifetime", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Restart", "Input", "Vertex", "VisualShaderNodeInput", TTR("'restart' input parameter for vertex shader mode."), "restart", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Time", "Input", "Vertex", "VisualShaderNodeInput", TTR("'time' input parameter for vertex shader mode."), "time", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Transform", "Input", "Vertex", "VisualShaderNodeInput", TTR("'transform' input parameter for vertex shader mode."), "transform", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Velocity", "Input", "Vertex", "VisualShaderNodeInput", TTR("'velocity' input parameter for vertex shader mode."), "velocity", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); // SCALAR @@ -1426,6 +1588,7 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("Min", "Scalar", "Functions", "VisualShaderNodeScalarOp", TTR("Returns the lesser of two values."), VisualShaderNodeScalarOp::OP_MIN, VisualShaderNode::PORT_TYPE_SCALAR)); add_options.push_back(AddOption("Mix", "Scalar", "Functions", "VisualShaderNodeScalarInterp", TTR("Linear interpolation between two scalars."), -1, VisualShaderNode::PORT_TYPE_SCALAR)); add_options.push_back(AddOption("Negate", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the opposite value of the parameter."), VisualShaderNodeScalarFunc::FUNC_NEGATE, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("OneMinus", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("1.0 - scalar"), VisualShaderNodeScalarFunc::FUNC_ONEMINUS, VisualShaderNode::PORT_TYPE_SCALAR)); add_options.push_back(AddOption("Pow", "Scalar", "Functions", "VisualShaderNodeScalarOp", TTR("Returns the value of the first parameter raised to the power of the second."), VisualShaderNodeScalarOp::OP_POW, VisualShaderNode::PORT_TYPE_SCALAR)); add_options.push_back(AddOption("Radians", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Converts a quantity in degrees to radians."), VisualShaderNodeScalarFunc::FUNC_RADIANS, VisualShaderNode::PORT_TYPE_SCALAR)); add_options.push_back(AddOption("Reciprocal", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("1.0 / scalar"), VisualShaderNodeScalarFunc::FUNC_RECIPROCAL, VisualShaderNode::PORT_TYPE_SCALAR)); @@ -1515,6 +1678,7 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("Mix", "Vector", "Functions", "VisualShaderNodeVectorInterp", TTR("Linear interpolation between two vectors."), -1, VisualShaderNode::PORT_TYPE_VECTOR)); add_options.push_back(AddOption("Negate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNode::PORT_TYPE_VECTOR)); add_options.push_back(AddOption("Normalize", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNode::PORT_TYPE_VECTOR)); + add_options.push_back(AddOption("OneMinus", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNode::PORT_TYPE_VECTOR)); add_options.push_back(AddOption("Pow", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the value of the first parameter raised to the power of the second."), VisualShaderNodeVectorOp::OP_POW, VisualShaderNode::PORT_TYPE_VECTOR)); add_options.push_back(AddOption("Radians", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNode::PORT_TYPE_VECTOR)); add_options.push_back(AddOption("Reciprocal", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNode::PORT_TYPE_VECTOR)); @@ -1546,6 +1710,8 @@ VisualShaderEditor::VisualShaderEditor() { // SPECIAL + add_options.push_back(AddOption("Fresnel", "Special", "", "VisualShaderNodeFresnel", TTR("Returns falloff based on the dot product of surface normal and view direction of camera (pass associated inputs to it)."), -1, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("ScalarDerivativeFunc", "Special", "Common", "VisualShaderNodeScalarDerivativeFunc", TTR("(GLES3 only) (Fragment/Light mode only) Scalar derivative function."), -1, VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT)); add_options.push_back(AddOption("VectorDerivativeFunc", "Special", "Common", "VisualShaderNodeVectorDerivativeFunc", TTR("(GLES3 only) (Fragment/Light mode only) Vector derivative function."), -1, VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT)); @@ -1772,9 +1938,9 @@ Control *VisualShaderNodePluginDefault::create_editor(const Ref<VisualShaderNode if (Object::cast_to<EditorPropertyResource>(prop)) { Object::cast_to<EditorPropertyResource>(prop)->set_use_sub_inspector(false); prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0)); - } else if (Object::cast_to<EditorPropertyTransform>(prop)) { + } else if (Object::cast_to<EditorPropertyTransform>(prop) || Object::cast_to<EditorPropertyVector3>(prop)) { prop->set_custom_minimum_size(Size2(250 * EDSCALE, 0)); - } else if (Object::cast_to<EditorPropertyFloat>(prop) || Object::cast_to<EditorPropertyVector3>(prop)) { + } else if (Object::cast_to<EditorPropertyFloat>(prop)) { prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0)); } else if (Object::cast_to<EditorPropertyEnum>(prop)) { prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0)); @@ -1844,6 +2010,9 @@ void EditorPropertyShaderMode::_option_selected(int p_which) { } } + undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_options_menu"); + undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_options_menu"); + //update graph undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_graph"); undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_graph"); |
