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-rw-r--r--scene/resources/visual_shader.cpp98
1 files changed, 93 insertions, 5 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index a57af6886d..601e8c52a4 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -1101,6 +1101,42 @@ bool VisualShader::is_nodes_connected_relatively(const Graph *p_graph, int p_nod
return result;
}
+bool VisualShader::_check_reroute_subgraph(Type p_type, int p_target_port_type, int p_reroute_node, List<int> *r_visited_reroute_nodes) const {
+ const Graph *g = &graph[p_type];
+
+ // BFS to check whether connecting to the given subgraph (rooted at p_reroute_node) is valid.
+ List<int> queue;
+ queue.push_back(p_reroute_node);
+ if (r_visited_reroute_nodes != nullptr) {
+ r_visited_reroute_nodes->push_back(p_reroute_node);
+ }
+ while (!queue.is_empty()) {
+ int current_node_id = queue.front()->get();
+ VisualShader::Node current_node = g->nodes[current_node_id];
+ queue.pop_front();
+ for (const int &next_node_id : current_node.next_connected_nodes) {
+ Ref<VisualShaderNodeReroute> next_vsnode = g->nodes[next_node_id].node;
+ if (next_vsnode.is_valid()) {
+ queue.push_back(next_node_id);
+ if (r_visited_reroute_nodes != nullptr) {
+ r_visited_reroute_nodes->push_back(next_node_id);
+ }
+ continue;
+ }
+ // Check whether all ports connected with the reroute node are compatible.
+ for (const Connection &c : g->connections) {
+ VisualShaderNode::PortType to_port_type = g->nodes[next_node_id].node->get_input_port_type(c.to_port);
+ if (c.from_node == current_node_id &&
+ c.to_node == next_node_id &&
+ !is_port_types_compatible(p_target_port_type, to_port_type)) {
+ return false;
+ }
+ }
+ }
+ }
+ return true;
+}
+
bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
const Graph *g = &graph[p_type];
@@ -1128,7 +1164,12 @@ bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_po
VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
- if (!is_port_types_compatible(from_port_type, to_port_type)) {
+ Ref<VisualShaderNodeReroute> to_node_reroute = g->nodes[p_to_node].node;
+ if (to_node_reroute.is_valid()) {
+ if (!_check_reroute_subgraph(p_type, from_port_type, p_to_node)) {
+ return false;
+ }
+ } else if (!is_port_types_compatible(from_port_type, to_port_type)) {
return false;
}
@@ -1141,7 +1182,6 @@ bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_po
if (is_nodes_connected_relatively(g, p_from_node, p_to_node)) {
return false;
}
-
return true;
}
@@ -1179,6 +1219,28 @@ void VisualShader::detach_node_from_frame(Type p_type, int p_node) {
g->nodes[p_node].node->set_frame(-1);
}
+String VisualShader::get_reroute_parameter_name(Type p_type, int p_reroute_node) const {
+ ERR_FAIL_INDEX_V(p_type, TYPE_MAX, "");
+ const Graph *g = &graph[p_type];
+
+ ERR_FAIL_COND_V(!g->nodes.has(p_reroute_node), "");
+
+ const VisualShader::Node *node = &g->nodes[p_reroute_node];
+ while (node->prev_connected_nodes.size() > 0) {
+ int connected_node_id = node->prev_connected_nodes[0];
+ node = &g->nodes[connected_node_id];
+ Ref<VisualShaderNodeParameter> parameter_node = node->node;
+ if (parameter_node.is_valid() && parameter_node->get_output_port_type(0) == VisualShaderNode::PORT_TYPE_SAMPLER) {
+ return parameter_node->get_parameter_name();
+ }
+ Ref<VisualShaderNodeInput> input_node = node->node;
+ if (input_node.is_valid() && input_node->get_output_port_type(0) == VisualShaderNode::PORT_TYPE_SAMPLER) {
+ return input_node->get_input_real_name();
+ }
+ }
+ return "";
+}
+
void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
ERR_FAIL_INDEX(p_type, TYPE_MAX);
Graph *g = &graph[p_type];
@@ -1217,10 +1279,30 @@ Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port,
ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER);
ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER);
+ Ref<VisualShaderNodeReroute> from_node_reroute = g->nodes[p_from_node].node;
+ Ref<VisualShaderNodeReroute> to_node_reroute = g->nodes[p_to_node].node;
+
+ // Allow connection with incompatible port types only if the reroute node isn't connected to anything.
VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
+ bool port_types_are_compatible = is_port_types_compatible(from_port_type, to_port_type);
+
+ if (to_node_reroute.is_valid()) {
+ List<int> visited_reroute_nodes;
+ port_types_are_compatible = _check_reroute_subgraph(p_type, from_port_type, p_to_node, &visited_reroute_nodes);
+ if (port_types_are_compatible) {
+ // Set the port type of all reroute nodes.
+ for (const int &E : visited_reroute_nodes) {
+ Ref<VisualShaderNodeReroute> reroute_node = g->nodes[E].node;
+ reroute_node->_set_port_type(from_port_type);
+ }
+ }
+ } else if (from_node_reroute.is_valid() && !from_node_reroute->is_input_port_connected(0)) {
+ from_node_reroute->_set_port_type(to_port_type);
+ port_types_are_compatible = true;
+ }
- ERR_FAIL_COND_V_MSG(!is_port_types_compatible(from_port_type, to_port_type), ERR_INVALID_PARAMETER, "Incompatible port types (scalar/vec/bool) with transform.");
+ ERR_FAIL_COND_V_MSG(!port_types_are_compatible, ERR_INVALID_PARAMETER, "Incompatible port types.");
for (const Connection &E : g->connections) {
if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
@@ -1904,12 +1986,18 @@ Error VisualShader::_write_node(Type type, StringBuilder *p_global_code, StringB
if (in_type == VisualShaderNode::PORT_TYPE_SAMPLER && out_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
VisualShaderNode *ptr = const_cast<VisualShaderNode *>(graph[type].nodes[from_node].node.ptr());
+ // FIXME: This needs to be refactored at some point.
if (ptr->has_method("get_input_real_name")) {
inputs[i] = ptr->call("get_input_real_name");
} else if (ptr->has_method("get_parameter_name")) {
inputs[i] = ptr->call("get_parameter_name");
} else {
- inputs[i] = "";
+ Ref<VisualShaderNodeReroute> reroute = graph[type].nodes[from_node].node;
+ if (reroute.is_valid()) {
+ inputs[i] = get_reroute_parameter_name(type, from_node);
+ } else {
+ inputs[i] = "";
+ }
}
} else if (in_type == out_type) {
inputs[i] = src_var;
@@ -2798,7 +2886,7 @@ void VisualShader::_update_shader() const {
}
}
if (previous_code != final_code) {
- const_cast<VisualShader *>(this)->emit_signal(SNAME("changed"));
+ const_cast<VisualShader *>(this)->emit_signal(CoreStringName(changed));
}
previous_code = final_code;
}