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710 lines
25 KiB
C++
710 lines
25 KiB
C++
/**************************************************************************/
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/* visual_shader_editor_plugin.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef VISUAL_SHADER_EDITOR_PLUGIN_H
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#define VISUAL_SHADER_EDITOR_PLUGIN_H
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#include "editor/editor_properties.h"
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#include "editor/plugins/editor_plugin.h"
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#include "editor/plugins/editor_resource_conversion_plugin.h"
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#include "editor/plugins/shader/shader_editor.h"
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#include "scene/gui/graph_edit.h"
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#include "scene/resources/syntax_highlighter.h"
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#include "scene/resources/visual_shader.h"
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class CodeEdit;
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class ColorPicker;
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class CurveEditor;
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class GraphElement;
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class GraphFrame;
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class MenuButton;
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class PopupPanel;
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class RichTextLabel;
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class Tree;
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class VisualShaderEditor;
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class MaterialEditor;
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class VisualShaderNodePlugin : public RefCounted {
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GDCLASS(VisualShaderNodePlugin, RefCounted);
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protected:
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VisualShaderEditor *vseditor = nullptr;
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protected:
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static void _bind_methods();
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GDVIRTUAL2RC(Object *, _create_editor, Ref<Resource>, Ref<VisualShaderNode>)
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public:
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void set_editor(VisualShaderEditor *p_editor);
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virtual Control *create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node);
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};
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class VSGraphNode : public GraphNode {
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GDCLASS(VSGraphNode, GraphNode);
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protected:
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void _draw_port(int p_slot_index, Point2i p_pos, bool p_left, const Color &p_color, const Color &p_rim_color);
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virtual void draw_port(int p_slot_index, Point2i p_pos, bool p_left, const Color &p_color) override;
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};
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class VSRerouteNode : public VSGraphNode {
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GDCLASS(VSRerouteNode, GraphNode);
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const float FADE_ANIMATION_LENGTH_SEC = 0.3;
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float icon_opacity = 0.0;
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protected:
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void _notification(int p_what);
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virtual void draw_port(int p_slot_index, Point2i p_pos, bool p_left, const Color &p_color) override;
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public:
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VSRerouteNode();
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void set_icon_opacity(float p_opacity);
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void _on_mouse_entered();
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void _on_mouse_exited();
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};
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class VisualShaderGraphPlugin : public RefCounted {
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GDCLASS(VisualShaderGraphPlugin, RefCounted);
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private:
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VisualShaderEditor *editor = nullptr;
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struct InputPort {
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Button *default_input_button = nullptr;
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};
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struct Port {
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VisualShaderNode::PortType type = VisualShaderNode::PORT_TYPE_SCALAR;
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TextureButton *preview_button = nullptr;
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};
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struct Link {
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VisualShader::Type type = VisualShader::Type::TYPE_MAX;
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VisualShaderNode *visual_node = nullptr;
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GraphElement *graph_element = nullptr;
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bool preview_visible = false;
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int preview_pos = 0;
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HashMap<int, InputPort> input_ports;
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HashMap<int, Port> output_ports;
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VBoxContainer *preview_box = nullptr;
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LineEdit *parameter_name = nullptr;
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CodeEdit *expression_edit = nullptr;
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CurveEditor *curve_editors[3] = { nullptr, nullptr, nullptr };
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};
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Ref<VisualShader> visual_shader;
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HashMap<int, Link> links;
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List<VisualShader::Connection> connections;
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Color vector_expanded_color[4];
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// Visual shader specific theme for using MSDF fonts (on GraphNodes) which reduce aliasing at higher zoom levels.
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Ref<Theme> vs_msdf_fonts_theme;
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protected:
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static void _bind_methods();
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public:
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void set_editor(VisualShaderEditor *p_editor);
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void register_shader(VisualShader *p_visual_shader);
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void set_connections(const List<VisualShader::Connection> &p_connections);
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void register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphElement *p_graph_element);
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void register_output_port(int p_id, int p_port, VisualShaderNode::PortType p_port_type, TextureButton *p_button);
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void register_parameter_name(int p_id, LineEdit *p_parameter_name);
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void register_default_input_button(int p_node_id, int p_port_id, Button *p_button);
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void register_expression_edit(int p_node_id, CodeEdit *p_expression_edit);
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void register_curve_editor(int p_node_id, int p_index, CurveEditor *p_curve_editor);
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void clear_links();
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void set_shader_type(VisualShader::Type p_type);
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bool is_preview_visible(int p_id) const;
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void update_node(VisualShader::Type p_type, int p_id);
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void update_node_deferred(VisualShader::Type p_type, int p_node_id);
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void add_node(VisualShader::Type p_type, int p_id, bool p_just_update, bool p_update_frames);
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void remove_node(VisualShader::Type p_type, int p_id, bool p_just_update);
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void connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port);
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void disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port);
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void show_port_preview(VisualShader::Type p_type, int p_node_id, int p_port_id, bool p_is_valid);
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void update_frames(VisualShader::Type p_type, int p_node);
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void set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position);
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void refresh_node_ports(VisualShader::Type p_type, int p_node);
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void set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, const Variant &p_value);
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void update_parameter_refs();
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void set_parameter_name(VisualShader::Type p_type, int p_node_id, const String &p_name);
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void update_curve(int p_node_id);
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void update_curve_xyz(int p_node_id);
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void set_expression(VisualShader::Type p_type, int p_node_id, const String &p_expression);
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void attach_node_to_frame(VisualShader::Type p_type, int p_node_id, int p_frame_id);
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void detach_node_from_frame(VisualShader::Type p_type, int p_node_id);
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void set_frame_color_enabled(VisualShader::Type p_type, int p_node_id, bool p_enable);
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void set_frame_color(VisualShader::Type p_type, int p_node_id, const Color &p_color);
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void set_frame_autoshrink_enabled(VisualShader::Type p_type, int p_node_id, bool p_enable);
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void update_reroute_nodes();
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int get_constant_index(float p_constant) const;
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Ref<Script> get_node_script(int p_node_id) const;
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void update_theme();
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bool is_node_has_parameter_instances_relatively(VisualShader::Type p_type, int p_node) const;
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VisualShader::Type get_shader_type() const;
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VisualShaderGraphPlugin();
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~VisualShaderGraphPlugin();
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};
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class VisualShaderEditedProperty : public RefCounted {
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GDCLASS(VisualShaderEditedProperty, RefCounted);
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private:
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Variant edited_property;
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protected:
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static void _bind_methods();
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public:
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void set_edited_property(const Variant &p_variant);
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Variant get_edited_property() const;
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VisualShaderEditedProperty() {}
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};
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class VisualShaderEditor : public ShaderEditor {
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GDCLASS(VisualShaderEditor, ShaderEditor);
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friend class VisualShaderGraphPlugin;
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PopupPanel *property_editor_popup = nullptr;
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EditorProperty *property_editor = nullptr;
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int editing_node = -1;
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int editing_port = -1;
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Ref<VisualShaderEditedProperty> edited_property_holder;
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MaterialEditor *material_editor = nullptr;
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Ref<VisualShader> visual_shader;
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Ref<ShaderMaterial> preview_material;
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Ref<Environment> env;
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String param_filter_name;
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EditorProperty *current_prop = nullptr;
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VBoxContainer *shader_preview_vbox = nullptr;
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GraphEdit *graph = nullptr;
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Button *add_node = nullptr;
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MenuButton *varying_button = nullptr;
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Button *code_preview_button = nullptr;
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Button *shader_preview_button = nullptr;
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OptionButton *edit_type = nullptr;
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OptionButton *edit_type_standard = nullptr;
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OptionButton *edit_type_particles = nullptr;
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OptionButton *edit_type_sky = nullptr;
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OptionButton *edit_type_fog = nullptr;
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CheckBox *custom_mode_box = nullptr;
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bool custom_mode_enabled = false;
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bool pending_update_preview = false;
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bool shader_error = false;
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AcceptDialog *code_preview_window = nullptr;
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VBoxContainer *code_preview_vbox = nullptr;
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CodeEdit *preview_text = nullptr;
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Ref<CodeHighlighter> syntax_highlighter = nullptr;
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PanelContainer *error_panel = nullptr;
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Label *error_label = nullptr;
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bool pending_custom_scripts_to_delete = false;
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List<Ref<Script>> custom_scripts_to_delete;
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bool _block_update_options_menu = false;
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bool _block_rebuild_shader = false;
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Point2 saved_node_pos;
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bool saved_node_pos_dirty = false;
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ConfirmationDialog *members_dialog = nullptr;
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VisualShaderNode::PortType members_input_port_type = VisualShaderNode::PORT_TYPE_MAX;
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VisualShaderNode::PortType members_output_port_type = VisualShaderNode::PORT_TYPE_MAX;
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PopupMenu *popup_menu = nullptr;
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PopupMenu *connection_popup_menu = nullptr;
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PopupMenu *constants_submenu = nullptr;
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MenuButton *tools = nullptr;
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ConfirmationDialog *add_varying_dialog = nullptr;
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OptionButton *varying_type = nullptr;
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LineEdit *varying_name = nullptr;
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OptionButton *varying_mode = nullptr;
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Label *varying_error_label = nullptr;
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ConfirmationDialog *remove_varying_dialog = nullptr;
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Tree *varyings = nullptr;
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PopupPanel *frame_title_change_popup = nullptr;
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LineEdit *frame_title_change_edit = nullptr;
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PopupPanel *frame_tint_color_pick_popup = nullptr;
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ColorPicker *frame_tint_color_picker = nullptr;
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bool code_preview_first = true;
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bool code_preview_showed = false;
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bool shader_preview_showed = true;
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LineEdit *param_filter = nullptr;
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String selected_param_id;
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Tree *parameters = nullptr;
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HashMap<String, PropertyInfo> parameter_props;
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VBoxContainer *param_vbox = nullptr;
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VBoxContainer *param_vbox2 = nullptr;
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enum ShaderModeFlags {
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MODE_FLAGS_SPATIAL_CANVASITEM = 1,
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MODE_FLAGS_SKY = 2,
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MODE_FLAGS_PARTICLES = 4,
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MODE_FLAGS_FOG = 8,
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};
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int mode = MODE_FLAGS_SPATIAL_CANVASITEM;
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enum TypeFlags {
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TYPE_FLAGS_VERTEX = 1,
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TYPE_FLAGS_FRAGMENT = 2,
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TYPE_FLAGS_LIGHT = 4,
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};
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enum ParticlesTypeFlags {
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TYPE_FLAGS_EMIT = 1,
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TYPE_FLAGS_PROCESS = 2,
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TYPE_FLAGS_COLLIDE = 4,
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TYPE_FLAGS_EMIT_CUSTOM = 8,
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TYPE_FLAGS_PROCESS_CUSTOM = 16,
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};
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enum SkyTypeFlags {
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TYPE_FLAGS_SKY = 1,
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};
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enum FogTypeFlags {
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TYPE_FLAGS_FOG = 1,
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};
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enum ToolsMenuOptions {
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EXPAND_ALL,
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COLLAPSE_ALL
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};
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#ifdef MINGW_ENABLED
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#undef DELETE
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#endif
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enum NodeMenuOptions {
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ADD,
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SEPARATOR, // ignore
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CUT,
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COPY,
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PASTE,
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DELETE,
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DUPLICATE,
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CLEAR_COPY_BUFFER,
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SEPARATOR2, // ignore
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FLOAT_CONSTANTS,
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CONVERT_CONSTANTS_TO_PARAMETERS,
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CONVERT_PARAMETERS_TO_CONSTANTS,
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UNLINK_FROM_PARENT_FRAME,
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SEPARATOR3, // ignore
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SET_FRAME_TITLE,
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ENABLE_FRAME_COLOR,
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SET_FRAME_COLOR,
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ENABLE_FRAME_AUTOSHRINK,
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};
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enum ConnectionMenuOptions {
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INSERT_NEW_NODE,
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INSERT_NEW_REROUTE,
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DISCONNECT,
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};
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enum class VaryingMenuOptions {
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ADD,
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REMOVE,
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};
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Tree *members = nullptr;
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AcceptDialog *alert = nullptr;
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LineEdit *node_filter = nullptr;
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RichTextLabel *node_desc = nullptr;
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Label *highend_label = nullptr;
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void _tools_menu_option(int p_idx);
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void _show_members_dialog(bool at_mouse_pos, VisualShaderNode::PortType p_input_port_type = VisualShaderNode::PORT_TYPE_MAX, VisualShaderNode::PortType p_output_port_type = VisualShaderNode::PORT_TYPE_MAX);
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void _varying_menu_id_pressed(int p_idx);
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void _show_add_varying_dialog();
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void _show_remove_varying_dialog();
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void _clear_preview_param();
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void _update_preview_parameter_list();
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bool _update_preview_parameter_tree();
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void _update_nodes();
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void _update_graph();
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struct AddOption {
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String name;
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String category;
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String type;
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String description;
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Vector<Variant> ops;
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Ref<Script> script;
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int mode = 0;
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int return_type = 0;
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int func = 0;
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bool highend = false;
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bool is_custom = false;
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bool is_native = false;
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int temp_idx = 0;
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AddOption(const String &p_name = String(), const String &p_category = String(), const String &p_type = String(), const String &p_description = String(), const Vector<Variant> &p_ops = Vector<Variant>(), int p_return_type = -1, int p_mode = -1, int p_func = -1, bool p_highend = false) {
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name = p_name;
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type = p_type;
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category = p_category;
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description = p_description;
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ops = p_ops;
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return_type = p_return_type;
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mode = p_mode;
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func = p_func;
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highend = p_highend;
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}
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};
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struct _OptionComparator {
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_FORCE_INLINE_ bool operator()(const AddOption &a, const AddOption &b) const {
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return a.category.count("/") > b.category.count("/") || (a.category + "/" + a.name).naturalnocasecmp_to(b.category + "/" + b.name) < 0;
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}
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};
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Vector<AddOption> add_options;
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int cubemap_node_option_idx;
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int texture2d_node_option_idx;
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int texture2d_array_node_option_idx;
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int texture3d_node_option_idx;
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int custom_node_option_idx;
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int curve_node_option_idx;
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int curve_xyz_node_option_idx;
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int mesh_emitter_option_idx;
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List<String> keyword_list;
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List<VisualShaderNodeParameterRef> uniform_refs;
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void _draw_color_over_button(Object *p_obj, Color p_color);
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void _setup_node(VisualShaderNode *p_node, const Vector<Variant> &p_ops);
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void _add_node(int p_idx, const Vector<Variant> &p_ops, const String &p_resource_path = "", int p_node_idx = -1);
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void _add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type);
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void _remove_varying(const String &p_name);
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void _update_options_menu();
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void _set_mode(int p_which);
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void _show_preview_text();
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void _preview_close_requested();
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void _preview_size_changed();
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void _update_preview();
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void _update_next_previews(int p_node_id);
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void _get_next_nodes_recursively(VisualShader::Type p_type, int p_node_id, LocalVector<int> &r_nodes) const;
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String _get_description(int p_idx);
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void _show_shader_preview();
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Vector<int> nodes_link_to_frame_buffer; // Contains the nodes that are requested to be linked to a frame. This is used to perform one Undo/Redo operation for dragging nodes.
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int frame_node_id_to_link_to = -1;
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struct DragOp {
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VisualShader::Type type = VisualShader::Type::TYPE_MAX;
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int node = 0;
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Vector2 from;
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Vector2 to;
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};
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List<DragOp> drag_buffer;
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bool drag_dirty = false;
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void _node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node);
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void _nodes_dragged();
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bool updating = false;
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void _connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index);
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void _disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index);
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void _scroll_changed(const Vector2 &p_scroll);
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void _node_selected(Object *p_node);
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void _delete_nodes(int p_type, const List<int> &p_nodes);
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void _delete_node_request(int p_type, int p_node);
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void _delete_nodes_request(const TypedArray<StringName> &p_nodes);
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void _node_changed(int p_id);
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void _nodes_linked_to_frame_request(const TypedArray<StringName> &p_nodes, const StringName &p_frame);
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void _frame_rect_changed(const GraphFrame *p_frame, const Rect2 &p_new_rect);
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void _edit_port_default_input(Object *p_button, int p_node, int p_port);
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void _port_edited(const StringName &p_property, const Variant &p_value, const String &p_field, bool p_changing);
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int to_node = -1;
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int to_slot = -1;
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int from_node = -1;
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int from_slot = -1;
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Ref<GraphEdit::Connection> clicked_connection;
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bool connection_node_insert_requested = false;
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HashSet<int> selected_constants;
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HashSet<int> selected_parameters;
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int selected_frame = -1;
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int selected_float_constant = -1;
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void _convert_constants_to_parameters(bool p_vice_versa);
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void _detach_nodes_from_frame_request();
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void _detach_nodes_from_frame(int p_type, const List<int> &p_nodes);
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void _replace_node(VisualShader::Type p_type_id, int p_node_id, const StringName &p_from, const StringName &p_to);
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void _update_constant(VisualShader::Type p_type_id, int p_node_id, const Variant &p_var, int p_preview_port);
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void _update_parameter(VisualShader::Type p_type_id, int p_node_id, const Variant &p_var, int p_preview_port);
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void _unlink_node_from_parent_frame(int p_node_id);
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void _connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position);
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void _connection_from_empty(const String &p_to, int p_to_slot, const Vector2 &p_release_position);
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bool _check_node_drop_on_connection(const Vector2 &p_position, Ref<GraphEdit::Connection> *r_closest_connection, int *r_node_id = nullptr, int *r_to_port = nullptr);
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void _handle_node_drop_on_connection();
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void _frame_title_popup_show(const Point2 &p_position, int p_node_id);
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void _frame_title_popup_hide();
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void _frame_title_popup_focus_out();
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void _frame_title_text_changed(const String &p_new_text);
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void _frame_title_text_submitted(const String &p_new_text);
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void _frame_color_enabled_changed(int p_node_id);
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void _frame_color_popup_show(const Point2 &p_position, int p_node_id);
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void _frame_color_popup_hide();
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void _frame_color_confirm();
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void _frame_color_changed(const Color &p_color);
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void _frame_autoshrink_enabled_changed(int p_node_id);
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void _parameter_line_edit_changed(const String &p_text, int p_node_id);
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void _parameter_line_edit_focus_out(Object *p_line_edit, int p_node_id);
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void _port_name_focus_out(Object *p_line_edit, int p_node_id, int p_port_id, bool p_output);
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struct CopyItem {
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int id;
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Ref<VisualShaderNode> node;
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Vector2 position;
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Vector2 size;
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String group_inputs;
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String group_outputs;
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String expression;
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bool disabled = false;
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};
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void _dup_copy_nodes(int p_type, List<CopyItem> &r_nodes, List<VisualShader::Connection> &r_connections);
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void _dup_paste_nodes(int p_type, List<CopyItem> &r_items, const List<VisualShader::Connection> &p_connections, const Vector2 &p_offset, bool p_duplicate);
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void _duplicate_nodes();
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|
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static Vector2 selection_center;
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static List<CopyItem> copy_items_buffer;
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|
static List<VisualShader::Connection> copy_connections_buffer;
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|
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void _clear_copy_buffer();
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void _copy_nodes(bool p_cut);
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void _paste_nodes(bool p_use_custom_position = false, const Vector2 &p_custom_position = Vector2());
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Vector<Ref<VisualShaderNodePlugin>> plugins;
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Ref<VisualShaderGraphPlugin> graph_plugin;
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void _mode_selected(int p_id);
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void _custom_mode_toggled(bool p_enabled);
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void _input_select_item(Ref<VisualShaderNodeInput> p_input, const String &p_name);
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void _parameter_ref_select_item(Ref<VisualShaderNodeParameterRef> p_parameter_ref, const String &p_name);
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void _varying_select_item(Ref<VisualShaderNodeVarying> p_varying, const String &p_name);
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|
|
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void _float_constant_selected(int p_which);
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|
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VisualShader::Type get_current_shader_type() const;
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|
|
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void _add_input_port(int p_node, int p_port, int p_port_type, const String &p_name);
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|
void _remove_input_port(int p_node, int p_port);
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|
void _change_input_port_type(int p_type, int p_node, int p_port);
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|
void _change_input_port_name(const String &p_text, Object *p_line_edit, int p_node, int p_port);
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|
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void _add_output_port(int p_node, int p_port, int p_port_type, const String &p_name);
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|
void _remove_output_port(int p_node, int p_port);
|
|
void _change_output_port_type(int p_type, int p_node, int p_port);
|
|
void _change_output_port_name(const String &p_text, Object *p_line_edit, int p_node, int p_port);
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|
void _expand_output_port(int p_node, int p_port, bool p_expand);
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|
|
|
void _expression_focus_out(Object *p_code_edit, int p_node);
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|
|
|
void _set_node_size(int p_type, int p_node, const Size2 &p_size);
|
|
void _node_resized(const Vector2 &p_new_size, int p_type, int p_node);
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|
|
|
void _preview_select_port(int p_node, int p_port);
|
|
void _graph_gui_input(const Ref<InputEvent> &p_event);
|
|
|
|
void _member_filter_changed(const String &p_text);
|
|
void _sbox_input(const Ref<InputEvent> &p_event);
|
|
void _member_selected();
|
|
void _member_create();
|
|
void _member_cancel();
|
|
|
|
void _varying_create();
|
|
void _varying_name_changed(const String &p_name);
|
|
void _varying_deleted();
|
|
void _varying_selected();
|
|
void _varying_unselected();
|
|
void _update_varying_tree();
|
|
|
|
void _set_custom_node_option(int p_index, int p_node, int p_op);
|
|
|
|
Vector2 menu_point;
|
|
void _node_menu_id_pressed(int p_idx);
|
|
void _connection_menu_id_pressed(int p_idx);
|
|
|
|
Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
|
|
bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
|
|
void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
|
|
|
|
bool _is_available(int p_mode);
|
|
void _update_parameters(bool p_update_refs);
|
|
void _update_parameter_refs(HashSet<String> &p_names);
|
|
void _update_varyings();
|
|
|
|
void _update_options_menu_deferred();
|
|
void _rebuild_shader_deferred();
|
|
|
|
void _visibility_changed();
|
|
|
|
void _get_current_mode_limits(int &r_begin_type, int &r_end_type) const;
|
|
void _update_custom_script(const Ref<Script> &p_script);
|
|
void _script_created(const Ref<Script> &p_script);
|
|
void _resource_saved(const Ref<Resource> &p_resource);
|
|
void _resource_removed(const Ref<Resource> &p_resource);
|
|
void _resources_removed();
|
|
|
|
void _param_property_changed(const String &p_property, const Variant &p_value, const String &p_field = "", bool p_changing = false);
|
|
void _update_current_param();
|
|
void _param_filter_changed(const String &p_text);
|
|
void _param_selected();
|
|
void _param_unselected();
|
|
|
|
protected:
|
|
void _notification(int p_what);
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
virtual void edit_shader(const Ref<Shader> &p_shader) override;
|
|
virtual void apply_shaders() override;
|
|
virtual bool is_unsaved() const override;
|
|
virtual void save_external_data(const String &p_str = "") override;
|
|
virtual void validate_script() override;
|
|
|
|
void add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
|
|
void remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
|
|
|
|
VisualShaderGraphPlugin *get_graph_plugin() { return graph_plugin.ptr(); }
|
|
|
|
void clear_custom_types();
|
|
void add_custom_type(const String &p_name, const String &p_type, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, bool p_highend);
|
|
|
|
Dictionary get_custom_node_data(Ref<VisualShaderNodeCustom> &p_custom_node);
|
|
void update_custom_type(const Ref<Resource> &p_resource);
|
|
|
|
virtual Size2 get_minimum_size() const override;
|
|
|
|
Ref<VisualShader> get_visual_shader() const { return visual_shader; }
|
|
|
|
VisualShaderEditor();
|
|
};
|
|
|
|
class VisualShaderNodePluginDefault : public VisualShaderNodePlugin {
|
|
GDCLASS(VisualShaderNodePluginDefault, VisualShaderNodePlugin);
|
|
|
|
public:
|
|
virtual Control *create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) override;
|
|
};
|
|
|
|
class EditorPropertyVisualShaderMode : public EditorProperty {
|
|
GDCLASS(EditorPropertyVisualShaderMode, EditorProperty);
|
|
OptionButton *options = nullptr;
|
|
|
|
void _option_selected(int p_which);
|
|
|
|
public:
|
|
void setup(const Vector<String> &p_options);
|
|
virtual void update_property() override;
|
|
void set_option_button_clip(bool p_enable);
|
|
EditorPropertyVisualShaderMode();
|
|
};
|
|
|
|
class EditorInspectorVisualShaderModePlugin : public EditorInspectorPlugin {
|
|
GDCLASS(EditorInspectorVisualShaderModePlugin, EditorInspectorPlugin);
|
|
|
|
public:
|
|
virtual bool can_handle(Object *p_object) override;
|
|
virtual bool parse_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const BitField<PropertyUsageFlags> p_usage, const bool p_wide = false) override;
|
|
};
|
|
|
|
class VisualShaderNodePortPreview : public Control {
|
|
GDCLASS(VisualShaderNodePortPreview, Control);
|
|
TextureRect *checkerboard = nullptr;
|
|
Ref<VisualShader> shader;
|
|
Ref<ShaderMaterial> preview_mat;
|
|
VisualShader::Type type = VisualShader::Type::TYPE_MAX;
|
|
int node = 0;
|
|
int port = 0;
|
|
bool is_valid = false;
|
|
void _shader_changed(); //must regen
|
|
protected:
|
|
void _notification(int p_what);
|
|
|
|
public:
|
|
virtual Size2 get_minimum_size() const override;
|
|
void setup(const Ref<VisualShader> &p_shader, Ref<ShaderMaterial> &p_preview_material, VisualShader::Type p_type, bool p_has_transparency, int p_node, int p_port, bool p_is_valid);
|
|
};
|
|
|
|
class VisualShaderConversionPlugin : public EditorResourceConversionPlugin {
|
|
GDCLASS(VisualShaderConversionPlugin, EditorResourceConversionPlugin);
|
|
|
|
public:
|
|
virtual String converts_to() const override;
|
|
virtual bool handles(const Ref<Resource> &p_resource) const override;
|
|
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
|
|
};
|
|
|
|
#endif // VISUAL_SHADER_EDITOR_PLUGIN_H
|