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engine/editor/plugins/visual_shader_editor_plugin.cpp
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/*************************************************************************/
/* visual_shader_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#include "visual_shader_editor_plugin.h"
#include "core/config/project_settings.h"
#include "core/core_string_names.h"
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#include "core/input/input.h"
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#include "core/io/resource_loader.h"
#include "core/math/math_defs.h"
#include "core/os/keyboard.h"
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#include "editor/editor_log.h"
#include "editor/editor_node.h"
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#include "editor/editor_properties.h"
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#include "editor/editor_scale.h"
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#include "scene/animation/animation_player.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/panel.h"
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#include "scene/gui/view_panner.h"
#include "scene/main/window.h"
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#include "scene/resources/visual_shader_nodes.h"
#include "scene/resources/visual_shader_particle_nodes.h"
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#include "scene/resources/visual_shader_sdf_nodes.h"
#include "servers/display_server.h"
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#include "servers/rendering/shader_types.h"
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struct FloatConstantDef {
String name;
float value = 0;
String desc;
};
static FloatConstantDef float_constant_defs[] = {
{ "E", Math_E, TTR("E constant (2.718282). Represents the base of the natural logarithm.") },
{ "Epsilon", CMP_EPSILON, TTR("Epsilon constant (0.00001). Smallest possible scalar number.") },
{ "Phi", 1.618034f, TTR("Phi constant (1.618034). Golden ratio.") },
{ "Pi/4", Math_PI / 4, TTR("Pi/4 constant (0.785398) or 45 degrees.") },
{ "Pi/2", Math_PI / 2, TTR("Pi/2 constant (1.570796) or 90 degrees.") },
{ "Pi", Math_PI, TTR("Pi constant (3.141593) or 180 degrees.") },
{ "Tau", Math_TAU, TTR("Tau constant (6.283185) or 360 degrees.") },
{ "Sqrt2", Math_SQRT2, TTR("Sqrt2 constant (1.414214). Square root of 2.") }
};
const int MAX_FLOAT_CONST_DEFS = sizeof(float_constant_defs) / sizeof(FloatConstantDef);
///////////////////
Control *VisualShaderNodePlugin::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
Object *ret;
if (GDVIRTUAL_CALL(_create_editor, p_parent_resource, p_node, ret)) {
return Object::cast_to<Control>(ret);
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}
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return nullptr;
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}
void VisualShaderNodePlugin::_bind_methods() {
GDVIRTUAL_BIND(_create_editor, "parent_resource", "visual_shader_node");
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}
///////////////////
static Ref<StyleBoxEmpty> make_empty_stylebox(float p_margin_left = -1, float p_margin_top = -1, float p_margin_right = -1, float p_margin_bottom = -1) {
Ref<StyleBoxEmpty> style(memnew(StyleBoxEmpty));
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style->set_default_margin(SIDE_LEFT, p_margin_left * EDSCALE);
style->set_default_margin(SIDE_RIGHT, p_margin_right * EDSCALE);
style->set_default_margin(SIDE_BOTTOM, p_margin_bottom * EDSCALE);
style->set_default_margin(SIDE_TOP, p_margin_top * EDSCALE);
return style;
}
///////////////////
VisualShaderGraphPlugin::VisualShaderGraphPlugin() {
}
void VisualShaderGraphPlugin::_bind_methods() {
ClassDB::bind_method("add_node", &VisualShaderGraphPlugin::add_node);
ClassDB::bind_method("remove_node", &VisualShaderGraphPlugin::remove_node);
ClassDB::bind_method("connect_nodes", &VisualShaderGraphPlugin::connect_nodes);
ClassDB::bind_method("disconnect_nodes", &VisualShaderGraphPlugin::disconnect_nodes);
ClassDB::bind_method("set_node_position", &VisualShaderGraphPlugin::set_node_position);
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ClassDB::bind_method("update_node", &VisualShaderGraphPlugin::update_node);
ClassDB::bind_method("update_node_deferred", &VisualShaderGraphPlugin::update_node_deferred);
ClassDB::bind_method("set_input_port_default_value", &VisualShaderGraphPlugin::set_input_port_default_value);
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ClassDB::bind_method("set_uniform_name", &VisualShaderGraphPlugin::set_uniform_name);
ClassDB::bind_method("set_expression", &VisualShaderGraphPlugin::set_expression);
ClassDB::bind_method("update_curve", &VisualShaderGraphPlugin::update_curve);
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ClassDB::bind_method("update_curve_xyz", &VisualShaderGraphPlugin::update_curve_xyz);
}
void VisualShaderGraphPlugin::register_shader(VisualShader *p_shader) {
visual_shader = Ref<VisualShader>(p_shader);
}
void VisualShaderGraphPlugin::set_connections(List<VisualShader::Connection> &p_connections) {
connections = p_connections;
}
void VisualShaderGraphPlugin::show_port_preview(VisualShader::Type p_type, int p_node_id, int p_port_id) {
if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].output_ports.has(p_port_id)) {
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for (const KeyValue<int, Port> &E : links[p_node_id].output_ports) {
if (E.value.preview_button != nullptr) {
E.value.preview_button->set_pressed(false);
}
}
if (links[p_node_id].preview_visible && !is_dirty() && links[p_node_id].preview_box != nullptr) {
links[p_node_id].graph_node->remove_child(links[p_node_id].preview_box);
memdelete(links[p_node_id].preview_box);
links[p_node_id].graph_node->reset_size();
links[p_node_id].preview_visible = false;
}
if (p_port_id != -1 && links[p_node_id].output_ports[p_port_id].preview_button != nullptr) {
if (is_dirty()) {
links[p_node_id].preview_pos = links[p_node_id].graph_node->get_child_count();
}
VBoxContainer *vbox = memnew(VBoxContainer);
links[p_node_id].graph_node->add_child(vbox);
if (links[p_node_id].preview_pos != -1) {
links[p_node_id].graph_node->move_child(vbox, links[p_node_id].preview_pos);
}
Control *offset = memnew(Control);
offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
vbox->add_child(offset);
VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview);
port_preview->setup(visual_shader, visual_shader->get_shader_type(), p_node_id, p_port_id);
port_preview->set_h_size_flags(Control::SIZE_SHRINK_CENTER);
vbox->add_child(port_preview);
links[p_node_id].preview_visible = true;
links[p_node_id].preview_box = vbox;
links[p_node_id].output_ports[p_port_id].preview_button->set_pressed(true);
}
}
}
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void VisualShaderGraphPlugin::update_node_deferred(VisualShader::Type p_type, int p_node_id) {
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call_deferred(SNAME("update_node"), p_type, p_node_id);
}
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void VisualShaderGraphPlugin::update_node(VisualShader::Type p_type, int p_node_id) {
if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
return;
}
remove_node(p_type, p_node_id);
add_node(p_type, p_node_id);
}
void VisualShaderGraphPlugin::set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, Variant p_value) {
if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
return;
}
Button *button = links[p_node_id].input_ports[p_port_id].default_input_button;
switch (p_value.get_type()) {
case Variant::COLOR: {
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VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
if (!editor) {
break;
}
button->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
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Callable ce = callable_mp(editor, &VisualShaderEditor::_draw_color_over_button);
if (!button->is_connected("draw", ce)) {
button->connect("draw", ce, varray(button, p_value));
}
} break;
case Variant::BOOL: {
button->set_text(((bool)p_value) ? "true" : "false");
} break;
case Variant::INT:
case Variant::FLOAT: {
button->set_text(String::num(p_value, 4));
} break;
case Variant::VECTOR2: {
Vector2 v = p_value;
button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3));
} break;
case Variant::VECTOR3: {
Vector3 v = p_value;
button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3));
} break;
default: {
}
}
}
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void VisualShaderGraphPlugin::set_uniform_name(VisualShader::Type p_type, int p_node_id, const String &p_name) {
if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].uniform_name != nullptr) {
links[p_node_id].uniform_name->set_text(p_name);
}
}
void VisualShaderGraphPlugin::update_curve(int p_node_id) {
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if (links.has(p_node_id) && links[p_node_id].curve_editors[0]) {
Ref<VisualShaderNodeCurveTexture> tex = Object::cast_to<VisualShaderNodeCurveTexture>(links[p_node_id].visual_node);
ERR_FAIL_COND(!tex.is_valid());
if (tex->get_texture().is_valid()) {
links[p_node_id].curve_editors[0]->set_curve(tex->get_texture()->get_curve());
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}
tex->emit_signal(CoreStringNames::get_singleton()->changed);
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}
}
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void VisualShaderGraphPlugin::update_curve_xyz(int p_node_id) {
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if (links.has(p_node_id) && links[p_node_id].curve_editors[0] && links[p_node_id].curve_editors[1] && links[p_node_id].curve_editors[2]) {
Ref<VisualShaderNodeCurveXYZTexture> tex = Object::cast_to<VisualShaderNodeCurveXYZTexture>(links[p_node_id].visual_node);
ERR_FAIL_COND(!tex.is_valid());
if (tex->get_texture().is_valid()) {
links[p_node_id].curve_editors[0]->set_curve(tex->get_texture()->get_curve_x());
links[p_node_id].curve_editors[1]->set_curve(tex->get_texture()->get_curve_y());
links[p_node_id].curve_editors[2]->set_curve(tex->get_texture()->get_curve_z());
}
tex->emit_signal(CoreStringNames::get_singleton()->changed);
}
}
int VisualShaderGraphPlugin::get_constant_index(float p_constant) const {
for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
if (Math::is_equal_approx(p_constant, float_constant_defs[i].value)) {
return i + 1;
}
}
return 0;
}
void VisualShaderGraphPlugin::set_expression(VisualShader::Type p_type, int p_node_id, const String &p_expression) {
if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id) || !links[p_node_id].expression_edit) {
return;
}
links[p_node_id].expression_edit->set_text(p_expression);
}
void VisualShaderGraphPlugin::update_node_size(int p_node_id) {
if (!links.has(p_node_id)) {
return;
}
links[p_node_id].graph_node->reset_size();
}
void VisualShaderGraphPlugin::register_default_input_button(int p_node_id, int p_port_id, Button *p_button) {
links[p_node_id].input_ports.insert(p_port_id, { p_button });
}
void VisualShaderGraphPlugin::register_expression_edit(int p_node_id, CodeEdit *p_expression_edit) {
links[p_node_id].expression_edit = p_expression_edit;
}
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void VisualShaderGraphPlugin::register_curve_editor(int p_node_id, int p_index, CurveEditor *p_curve_editor) {
links[p_node_id].curve_editors[p_index] = p_curve_editor;
}
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void VisualShaderGraphPlugin::update_uniform_refs() {
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for (KeyValue<int, Link> &E : links) {
VisualShaderNodeUniformRef *ref = Object::cast_to<VisualShaderNodeUniformRef>(E.value.visual_node);
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if (ref) {
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remove_node(E.value.type, E.key);
add_node(E.value.type, E.key);
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}
}
}
VisualShader::Type VisualShaderGraphPlugin::get_shader_type() const {
return visual_shader->get_shader_type();
}
void VisualShaderGraphPlugin::set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position) {
if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
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links[p_id].graph_node->set_position_offset(p_position);
}
}
bool VisualShaderGraphPlugin::is_preview_visible(int p_id) const {
return links[p_id].preview_visible;
}
void VisualShaderGraphPlugin::clear_links() {
links.clear();
}
bool VisualShaderGraphPlugin::is_dirty() const {
return dirty;
}
void VisualShaderGraphPlugin::make_dirty(bool p_enabled) {
dirty = p_enabled;
}
void VisualShaderGraphPlugin::register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node) {
links.insert(p_id, { p_type, p_visual_node, p_graph_node, p_visual_node->get_output_port_for_preview() != -1, -1, Map<int, InputPort>(), Map<int, Port>(), nullptr, nullptr, nullptr, { nullptr, nullptr, nullptr } });
}
void VisualShaderGraphPlugin::register_output_port(int p_node_id, int p_port, TextureButton *p_button) {
links[p_node_id].output_ports.insert(p_port, { p_button });
}
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void VisualShaderGraphPlugin::register_uniform_name(int p_node_id, LineEdit *p_uniform_name) {
links[p_node_id].uniform_name = p_uniform_name;
}
void VisualShaderGraphPlugin::update_theme() {
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VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
if (!editor) {
return;
}
vector_expanded_color[0] = editor->get_theme_color(SNAME("axis_x_color"), SNAME("Editor")); // red
vector_expanded_color[1] = editor->get_theme_color(SNAME("axis_y_color"), SNAME("Editor")); // green
vector_expanded_color[2] = editor->get_theme_color(SNAME("axis_z_color"), SNAME("Editor")); // blue
}
void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) {
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if (!visual_shader.is_valid() || p_type != visual_shader->get_shader_type()) {
return;
}
VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
if (!editor) {
return;
}
GraphEdit *graph = editor->graph;
if (!graph) {
return;
}
VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
if (!graph_plugin) {
return;
}
Shader::Mode mode = visual_shader->get_mode();
Control *offset;
static Ref<StyleBoxEmpty> label_style = make_empty_stylebox(2, 1, 2, 1);
static const Color type_color[7] = {
Color(0.38, 0.85, 0.96), // scalar (float)
Color(0.49, 0.78, 0.94), // scalar (int)
Color(0.74, 0.57, 0.95), // vector2
Color(0.84, 0.49, 0.93), // vector3
Color(0.55, 0.65, 0.94), // boolean
Color(0.96, 0.66, 0.43), // transform
Color(1.0, 1.0, 0.0), // sampler
};
static const String vector_expanded_name[3] = {
"red",
"green",
"blue"
};
Ref<VisualShaderNode> vsnode = visual_shader->get_node(p_type, p_id);
Ref<VisualShaderNodeResizableBase> resizable_node = Object::cast_to<VisualShaderNodeResizableBase>(vsnode.ptr());
bool is_resizable = !resizable_node.is_null();
Size2 size = Size2(0, 0);
Ref<VisualShaderNodeGroupBase> group_node = Object::cast_to<VisualShaderNodeGroupBase>(vsnode.ptr());
bool is_group = !group_node.is_null();
bool is_comment = false;
Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(group_node.ptr());
bool is_expression = !expression_node.is_null();
String expression = "";
VisualShaderNodeCustom *custom_node = Object::cast_to<VisualShaderNodeCustom>(vsnode.ptr());
if (custom_node) {
custom_node->_set_initialized(true);
}
GraphNode *node = memnew(GraphNode);
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graph->add_child(node);
editor->_update_created_node(node);
register_link(p_type, p_id, vsnode.ptr(), node);
if (is_resizable) {
size = resizable_node->get_size();
node->set_resizable(true);
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node->connect("resize_request", callable_mp(editor, &VisualShaderEditor::_node_resized), varray((int)p_type, p_id));
}
if (is_expression) {
expression = expression_node->get_expression();
}
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node->set_position_offset(visual_shader->get_node_position(p_type, p_id));
node->set_title(vsnode->get_caption());
node->set_name(itos(p_id));
if (p_id >= 2) {
node->set_show_close_button(true);
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node->connect("close_request", callable_mp(editor, &VisualShaderEditor::_delete_node_request), varray(p_type, p_id), CONNECT_DEFERRED);
}
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node->connect("dragged", callable_mp(editor, &VisualShaderEditor::_node_dragged), varray(p_id));
Control *custom_editor = nullptr;
int port_offset = 1;
Control *content_offset = memnew(Control);
content_offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
node->add_child(content_offset);
if (is_group) {
port_offset += 1;
}
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if (is_resizable) {
Ref<VisualShaderNodeComment> comment_node = Object::cast_to<VisualShaderNodeComment>(vsnode.ptr());
if (comment_node.is_valid()) {
is_comment = true;
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node->set_comment(true);
Label *comment_label = memnew(Label);
node->add_child(comment_label);
comment_label->set_h_size_flags(Control::SIZE_EXPAND_FILL);
comment_label->set_v_size_flags(Control::SIZE_EXPAND_FILL);
comment_label->set_text(comment_node->get_description());
}
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editor->call_deferred(SNAME("_set_node_size"), (int)p_type, p_id, size);
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}
Ref<VisualShaderNodeParticleEmit> emit = vsnode;
if (emit.is_valid()) {
node->set_custom_minimum_size(Size2(200 * EDSCALE, 0));
}
Ref<VisualShaderNodeUniform> uniform = vsnode;
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HBoxContainer *hb = nullptr;
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if (uniform.is_valid()) {
LineEdit *uniform_name = memnew(LineEdit);
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register_uniform_name(p_id, uniform_name);
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uniform_name->set_h_size_flags(Control::SIZE_EXPAND_FILL);
uniform_name->set_text(uniform->get_uniform_name());
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uniform_name->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_uniform_line_edit_changed), varray(p_id));
uniform_name->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_uniform_line_edit_focus_out), varray(uniform_name, p_id));
if (vsnode->get_output_port_count() == 1 && vsnode->get_output_port_name(0) == "") {
hb = memnew(HBoxContainer);
hb->add_child(uniform_name);
node->add_child(hb);
} else {
node->add_child(uniform_name);
}
port_offset++;
}
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for (int i = 0; i < editor->plugins.size(); i++) {
vsnode->set_meta("id", p_id);
vsnode->set_meta("shader_type", (int)p_type);
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custom_editor = editor->plugins.write[i]->create_editor(visual_shader, vsnode);
vsnode->remove_meta("id");
vsnode->remove_meta("shader_type");
if (custom_editor) {
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if (vsnode->is_show_prop_names()) {
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custom_editor->call_deferred(SNAME("_show_prop_names"), true);
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}
break;
}
}
Ref<VisualShaderNodeCurveTexture> curve = vsnode;
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Ref<VisualShaderNodeCurveXYZTexture> curve_xyz = vsnode;
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bool is_curve = curve.is_valid() || curve_xyz.is_valid();
if (is_curve) {
hb = memnew(HBoxContainer);
node->add_child(hb);
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}
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if (curve.is_valid()) {
custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
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Callable ce = callable_mp(graph_plugin, &VisualShaderGraphPlugin::update_curve);
if (curve->get_texture().is_valid() && !curve->get_texture()->is_connected("changed", ce)) {
curve->get_texture()->connect("changed", ce, varray(p_id));
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}
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CurveEditor *curve_editor = memnew(CurveEditor);
node->add_child(curve_editor);
register_curve_editor(p_id, 0, curve_editor);
curve_editor->set_custom_minimum_size(Size2(300, 0));
curve_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
if (curve->get_texture().is_valid()) {
curve_editor->set_curve(curve->get_texture()->get_curve());
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}
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}
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if (curve_xyz.is_valid()) {
custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
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Callable ce = callable_mp(graph_plugin, &VisualShaderGraphPlugin::update_curve_xyz);
if (curve_xyz->get_texture().is_valid() && !curve_xyz->get_texture()->is_connected("changed", ce)) {
curve_xyz->get_texture()->connect("changed", ce, varray(p_id));
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}
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CurveEditor *curve_editor_x = memnew(CurveEditor);
node->add_child(curve_editor_x);
register_curve_editor(p_id, 0, curve_editor_x);
curve_editor_x->set_custom_minimum_size(Size2(300, 0));
curve_editor_x->set_h_size_flags(Control::SIZE_EXPAND_FILL);
if (curve_xyz->get_texture().is_valid()) {
curve_editor_x->set_curve(curve_xyz->get_texture()->get_curve_x());
}
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CurveEditor *curve_editor_y = memnew(CurveEditor);
node->add_child(curve_editor_y);
register_curve_editor(p_id, 1, curve_editor_y);
curve_editor_y->set_custom_minimum_size(Size2(300, 0));
curve_editor_y->set_h_size_flags(Control::SIZE_EXPAND_FILL);
if (curve_xyz->get_texture().is_valid()) {
curve_editor_y->set_curve(curve_xyz->get_texture()->get_curve_y());
}
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CurveEditor *curve_editor_z = memnew(CurveEditor);
node->add_child(curve_editor_z);
register_curve_editor(p_id, 2, curve_editor_z);
curve_editor_z->set_custom_minimum_size(Size2(300, 0));
curve_editor_z->set_h_size_flags(Control::SIZE_EXPAND_FILL);
if (curve_xyz->get_texture().is_valid()) {
curve_editor_z->set_curve(curve_xyz->get_texture()->get_curve_z());
}
}
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if (custom_editor) {
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if (is_curve || (hb == nullptr && !vsnode->is_use_prop_slots() && (vsnode->get_output_port_count() == 0 || vsnode->get_output_port_name(0) == "") && (vsnode->get_input_port_count() == 0 || vsnode->get_input_port_name(0) == ""))) {
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//will be embedded in first port
} else {
port_offset++;
node->add_child(custom_editor);
custom_editor = nullptr;
}
}
if (is_group) {
if (group_node->is_editable()) {
HBoxContainer *hb2 = memnew(HBoxContainer);
String input_port_name = "input" + itos(group_node->get_free_input_port_id());
String output_port_name = "output" + itos(group_node->get_free_output_port_id());
for (int i = 0; i < MAX(vsnode->get_input_port_count(), vsnode->get_output_port_count()); i++) {
if (i < vsnode->get_input_port_count()) {
if (input_port_name == vsnode->get_input_port_name(i)) {
input_port_name = "_" + input_port_name;
}
}
if (i < vsnode->get_output_port_count()) {
if (output_port_name == vsnode->get_output_port_name(i)) {
output_port_name = "_" + output_port_name;
}
}
}
Button *add_input_btn = memnew(Button);
add_input_btn->set_text(TTR("Add Input"));
add_input_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_add_input_port), varray(p_id, group_node->get_free_input_port_id(), VisualShaderNode::PORT_TYPE_VECTOR_3D, input_port_name), CONNECT_DEFERRED);
hb2->add_child(add_input_btn);
hb2->add_spacer();
Button *add_output_btn = memnew(Button);
add_output_btn->set_text(TTR("Add Output"));
add_output_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_add_output_port), varray(p_id, group_node->get_free_output_port_id(), VisualShaderNode::PORT_TYPE_VECTOR_3D, output_port_name), CONNECT_DEFERRED);
hb2->add_child(add_output_btn);
node->add_child(hb2);
}
}
int output_port_count = 0;
for (int i = 0; i < vsnode->get_output_port_count(); i++) {
if (vsnode->_is_output_port_expanded(i)) {
switch (vsnode->get_output_port_type(i)) {
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
output_port_count += 2;
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
output_port_count += 3;
} break;
default:
break;
}
}
output_port_count++;
}
int max_ports = MAX(vsnode->get_input_port_count(), output_port_count);
VisualShaderNode::PortType expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
int expanded_port_counter = 0;
for (int i = 0, j = 0; i < max_ports; i++, j++) {
switch (expanded_type) {
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
if (expanded_port_counter >= 2) {
expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
expanded_port_counter = 0;
i -= 2;
}
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
if (expanded_port_counter >= 3) {
expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
expanded_port_counter = 0;
i -= 3;
}
} break;
default:
break;
}
if (vsnode->is_port_separator(i)) {
node->add_child(memnew(HSeparator));
port_offset++;
}
bool valid_left = j < vsnode->get_input_port_count();
VisualShaderNode::PortType port_left = VisualShaderNode::PORT_TYPE_SCALAR;
bool port_left_used = false;
String name_left;
if (valid_left) {
name_left = vsnode->get_input_port_name(i);
port_left = vsnode->get_input_port_type(i);
for (const VisualShader::Connection &E : connections) {
if (E.to_node == p_id && E.to_port == j) {
port_left_used = true;
break;
}
}
}
bool valid_right = true;
VisualShaderNode::PortType port_right = VisualShaderNode::PORT_TYPE_SCALAR;
String name_right;
if (expanded_type == VisualShaderNode::PORT_TYPE_SCALAR) {
valid_right = i < vsnode->get_output_port_count();
if (valid_right) {
name_right = vsnode->get_output_port_name(i);
port_right = vsnode->get_output_port_type(i);
}
} else {
name_right = vector_expanded_name[expanded_port_counter++];
}
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bool is_first_hbox = false;
if (i == 0 && hb != nullptr) {
is_first_hbox = true;
} else {
hb = memnew(HBoxContainer);
}
hb->add_theme_constant_override("separation", 7 * EDSCALE);
Variant default_value;
if (valid_left && !port_left_used) {
default_value = vsnode->get_input_port_default_value(i);
}
Button *button = memnew(Button);
hb->add_child(button);
register_default_input_button(p_id, i, button);
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button->connect("pressed", callable_mp(editor, &VisualShaderEditor::_edit_port_default_input), varray(button, p_id, i));
if (default_value.get_type() != Variant::NIL) { // only a label
set_input_port_default_value(p_type, p_id, i, default_value);
} else {
button->hide();
}
if (i == 0 && custom_editor) {
hb->add_child(custom_editor);
custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
} else {
if (valid_left) {
if (is_group) {
OptionButton *type_box = memnew(OptionButton);
hb->add_child(type_box);
type_box->add_item(TTR("Float"));
type_box->add_item(TTR("Int"));
type_box->add_item(TTR("Vector2"));
type_box->add_item(TTR("Vector3"));
type_box->add_item(TTR("Boolean"));
type_box->add_item(TTR("Transform"));
type_box->add_item(TTR("Sampler"));
type_box->select(group_node->get_input_port_type(i));
type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
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type_box->connect("item_selected", callable_mp(editor, &VisualShaderEditor::_change_input_port_type), varray(p_id, i), CONNECT_DEFERRED);
LineEdit *name_box = memnew(LineEdit);
hb->add_child(name_box);
name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
name_box->set_text(name_left);
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name_box->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_change_input_port_name), varray(name_box, p_id, i), CONNECT_DEFERRED);
name_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_port_name_focus_out), varray(name_box, p_id, i, false), CONNECT_DEFERRED);
Button *remove_btn = memnew(Button);
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remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Remove"), SNAME("EditorIcons")));
remove_btn->set_tooltip(TTR("Remove") + " " + name_left);
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remove_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_remove_input_port), varray(p_id, i), CONNECT_DEFERRED);
hb->add_child(remove_btn);
} else {
Label *label = memnew(Label);
label->set_text(name_left);
label->add_theme_style_override("normal", label_style); //more compact
hb->add_child(label);
if (vsnode->is_input_port_default(i, mode) && !port_left_used) {
Label *hint_label = memnew(Label);
hint_label->set_text(TTR("[default]"));
hint_label->add_theme_color_override("font_color", editor->get_theme_color(SNAME("font_readonly_color"), SNAME("TextEdit")));
hint_label->add_theme_style_override("normal", label_style);
hb->add_child(hint_label);
}
}
}
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if (!is_group && !is_first_hbox) {
hb->add_spacer();
}
if (valid_right) {
if (is_group) {
Button *remove_btn = memnew(Button);
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remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Remove"), SNAME("EditorIcons")));
remove_btn->set_tooltip(TTR("Remove") + " " + name_left);
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remove_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_remove_output_port), varray(p_id, i), CONNECT_DEFERRED);
hb->add_child(remove_btn);
LineEdit *name_box = memnew(LineEdit);
hb->add_child(name_box);
name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
name_box->set_text(name_right);
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name_box->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_change_output_port_name), varray(name_box, p_id, i), CONNECT_DEFERRED);
name_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_port_name_focus_out), varray(name_box, p_id, i, true), CONNECT_DEFERRED);
OptionButton *type_box = memnew(OptionButton);
hb->add_child(type_box);
type_box->add_item(TTR("Float"));
type_box->add_item(TTR("Int"));
type_box->add_item(TTR("Vector2"));
type_box->add_item(TTR("Vector3"));
type_box->add_item(TTR("Boolean"));
type_box->add_item(TTR("Transform"));
type_box->select(group_node->get_output_port_type(i));
type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
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type_box->connect("item_selected", callable_mp(editor, &VisualShaderEditor::_change_output_port_type), varray(p_id, i), CONNECT_DEFERRED);
} else {
Label *label = memnew(Label);
label->set_text(name_right);
label->add_theme_style_override("normal", label_style); //more compact
hb->add_child(label);
}
}
}
if (valid_right) {
if (vsnode->is_output_port_expandable(i)) {
TextureButton *expand = memnew(TextureButton);
expand->set_toggle_mode(true);
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expand->set_normal_texture(editor->get_theme_icon(SNAME("GuiTreeArrowDown"), SNAME("EditorIcons")));
expand->set_pressed_texture(editor->get_theme_icon(SNAME("GuiTreeArrowRight"), SNAME("EditorIcons")));
expand->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
expand->set_pressed(vsnode->_is_output_port_expanded(i));
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expand->connect("pressed", callable_mp(editor, &VisualShaderEditor::_expand_output_port), varray(p_id, i, !vsnode->_is_output_port_expanded(i)), CONNECT_DEFERRED);
hb->add_child(expand);
}
if (vsnode->has_output_port_preview(i) && port_right != VisualShaderNode::PORT_TYPE_TRANSFORM && port_right != VisualShaderNode::PORT_TYPE_SAMPLER) {
TextureButton *preview = memnew(TextureButton);
preview->set_toggle_mode(true);
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preview->set_normal_texture(editor->get_theme_icon(SNAME("GuiVisibilityHidden"), SNAME("EditorIcons")));
preview->set_pressed_texture(editor->get_theme_icon(SNAME("GuiVisibilityVisible"), SNAME("EditorIcons")));
preview->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
register_output_port(p_id, j, preview);
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preview->connect("pressed", callable_mp(editor, &VisualShaderEditor::_preview_select_port), varray(p_id, j), CONNECT_DEFERRED);
hb->add_child(preview);
}
}
if (is_group) {
offset = memnew(Control);
offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
node->add_child(offset);
port_offset++;
}
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if (!is_first_hbox) {
node->add_child(hb);
}
if (expanded_type != VisualShaderNode::PORT_TYPE_SCALAR) {
continue;
}
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int idx = 1;
if (!is_first_hbox) {
idx = i + port_offset;
}
node->set_slot(idx, valid_left, port_left, type_color[port_left], valid_right, port_right, type_color[port_right]);
if (vsnode->_is_output_port_expanded(i)) {
switch (vsnode->get_output_port_type(i)) {
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
port_offset++;
valid_left = (i + 1) < vsnode->get_input_port_count();
port_left = VisualShaderNode::PORT_TYPE_SCALAR;
if (valid_left) {
port_left = vsnode->get_input_port_type(i + 1);
}
node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
port_offset++;
valid_left = (i + 2) < vsnode->get_input_port_count();
port_left = VisualShaderNode::PORT_TYPE_SCALAR;
if (valid_left) {
port_left = vsnode->get_input_port_type(i + 2);
}
node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_2D;
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
port_offset++;
valid_left = (i + 1) < vsnode->get_input_port_count();
port_left = VisualShaderNode::PORT_TYPE_SCALAR;
if (valid_left) {
port_left = vsnode->get_input_port_type(i + 1);
}
node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
port_offset++;
valid_left = (i + 2) < vsnode->get_input_port_count();
port_left = VisualShaderNode::PORT_TYPE_SCALAR;
if (valid_left) {
port_left = vsnode->get_input_port_type(i + 2);
}
node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
port_offset++;
valid_left = (i + 3) < vsnode->get_input_port_count();
port_left = VisualShaderNode::PORT_TYPE_SCALAR;
if (valid_left) {
port_left = vsnode->get_input_port_type(i + 3);
}
node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[2]);
expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_3D;
} break;
default:
break;
}
}
}
if (vsnode->get_output_port_for_preview() >= 0) {
show_port_preview(p_type, p_id, vsnode->get_output_port_for_preview());
}
offset = memnew(Control);
offset->set_custom_minimum_size(Size2(0, 4 * EDSCALE));
node->add_child(offset);
String error = vsnode->get_warning(mode, p_type);
if (!error.is_empty()) {
Label *error_label = memnew(Label);
error_label->add_theme_color_override("font_color", editor->get_theme_color(SNAME("error_color"), SNAME("Editor")));
error_label->set_text(error);
node->add_child(error_label);
}
if (is_expression) {
CodeEdit *expression_box = memnew(CodeEdit);
Ref<CodeHighlighter> expression_syntax_highlighter;
expression_syntax_highlighter.instantiate();
expression_node->set_ctrl_pressed(expression_box, 0);
node->add_child(expression_box);
register_expression_edit(p_id, expression_box);
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Color background_color = EDITOR_GET("text_editor/theme/highlighting/background_color");
Color text_color = EDITOR_GET("text_editor/theme/highlighting/text_color");
Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
Color comment_color = EDITOR_GET("text_editor/theme/highlighting/comment_color");
Color symbol_color = EDITOR_GET("text_editor/theme/highlighting/symbol_color");
Color function_color = EDITOR_GET("text_editor/theme/highlighting/function_color");
Color number_color = EDITOR_GET("text_editor/theme/highlighting/number_color");
Color members_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
expression_box->set_syntax_highlighter(expression_syntax_highlighter);
expression_box->add_theme_color_override("background_color", background_color);
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for (const String &E : editor->keyword_list) {
if (ShaderLanguage::is_control_flow_keyword(E)) {
expression_syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
} else {
expression_syntax_highlighter->add_keyword_color(E, keyword_color);
}
}
expression_box->add_theme_font_override("font", editor->get_theme_font(SNAME("expression"), SNAME("EditorFonts")));
expression_box->add_theme_font_size_override("font_size", editor->get_theme_font_size(SNAME("expression_size"), SNAME("EditorFonts")));
expression_box->add_theme_color_override("font_color", text_color);
expression_syntax_highlighter->set_number_color(number_color);
expression_syntax_highlighter->set_symbol_color(symbol_color);
expression_syntax_highlighter->set_function_color(function_color);
expression_syntax_highlighter->set_member_variable_color(members_color);
expression_syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
expression_syntax_highlighter->add_color_region("//", "", comment_color, true);
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expression_box->clear_comment_delimiters();
expression_box->add_comment_delimiter("/*", "*/", false);
expression_box->add_comment_delimiter("//", "", true);
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if (!expression_box->has_auto_brace_completion_open_key("/*")) {
expression_box->add_auto_brace_completion_pair("/*", "*/");
}
expression_box->set_text(expression);
expression_box->set_context_menu_enabled(false);
expression_box->set_draw_line_numbers(true);
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expression_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_expression_focus_out), varray(expression_box, p_id));
}
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if (is_comment) {
graph->move_child(node, 0); // to prevents a bug where comment node overlaps its content
}
}
void VisualShaderGraphPlugin::remove_node(VisualShader::Type p_type, int p_id) {
if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
links[p_id].graph_node->get_parent()->remove_child(links[p_id].graph_node);
memdelete(links[p_id].graph_node);
links.erase(p_id);
}
}
void VisualShaderGraphPlugin::connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
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VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
if (!editor) {
return;
}
GraphEdit *graph = editor->graph;
if (!graph) {
return;
}
if (visual_shader.is_valid() && visual_shader->get_shader_type() == p_type) {
graph->connect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
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connections.push_back({ p_from_node, p_from_port, p_to_node, p_to_port });
if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr) {
links[p_to_node].input_ports[p_to_port].default_input_button->hide();
}
}
}
void VisualShaderGraphPlugin::disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
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VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
if (!editor) {
return;
}
GraphEdit *graph = editor->graph;
if (!graph) {
return;
}
if (visual_shader.is_valid() && visual_shader->get_shader_type() == p_type) {
graph->disconnect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
for (const List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
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if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
connections.erase(E);
break;
}
}
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if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr && links[p_to_node].visual_node->get_input_port_default_value(p_to_port).get_type() != Variant::NIL) {
links[p_to_node].input_ports[p_to_port].default_input_button->show();
set_input_port_default_value(p_type, p_to_node, p_to_port, links[p_to_node].visual_node->get_input_port_default_value(p_to_port));
}
}
}
VisualShaderGraphPlugin::~VisualShaderGraphPlugin() {
}
/////////////////
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void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
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bool changed = false;
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if (p_visual_shader) {
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if (visual_shader.is_null()) {
changed = true;
} else {
if (visual_shader.ptr() != p_visual_shader) {
changed = true;
}
}
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visual_shader = Ref<VisualShader>(p_visual_shader);
graph_plugin->register_shader(visual_shader.ptr());
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Callable ce = callable_mp(this, &VisualShaderEditor::_update_preview);
if (!visual_shader->is_connected("changed", ce)) {
visual_shader->connect("changed", ce);
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}
#ifndef DISABLE_DEPRECATED
Dictionary engine_version = Engine::get_singleton()->get_version_info();
static Array components;
if (components.is_empty()) {
components.push_back("major");
components.push_back("minor");
}
const Dictionary vs_version = visual_shader->get_engine_version();
if (!vs_version.has_all(components)) {
visual_shader->update_engine_version(engine_version);
print_line(vformat(TTR("The shader (\"%s\") has been updated to correspond Godot %s.%s version."), visual_shader->get_path(), engine_version["major"], engine_version["minor"]));
} else {
for (int i = 0; i < components.size(); i++) {
if (vs_version[components[i]] != engine_version[components[i]]) {
visual_shader->update_engine_version(engine_version);
print_line(vformat(TTR("The shader (\"%s\") has been updated to correspond Godot %s.%s version."), visual_shader->get_path(), engine_version["major"], engine_version["minor"]));
break;
}
}
}
#endif
visual_shader->set_graph_offset(graph->get_scroll_ofs() / EDSCALE);
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_set_mode(visual_shader->get_mode());
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} else {
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if (visual_shader.is_valid()) {
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Callable ce = callable_mp(this, &VisualShaderEditor::_update_preview);
if (visual_shader->is_connected("changed", ce)) {
visual_shader->disconnect("changed", ce);
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}
}
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visual_shader.unref();
}
if (visual_shader.is_null()) {
hide();
} else {
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if (changed) { // to avoid tree collapse
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_update_varying_tree();
_update_options_menu();
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_update_preview();
_update_graph();
}
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}
}
void VisualShaderEditor::update_nodes() {
_update_nodes();
}
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void VisualShaderEditor::add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
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if (plugins.has(p_plugin)) {
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return;
}
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plugins.push_back(p_plugin);
}
void VisualShaderEditor::remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
plugins.erase(p_plugin);
}
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void VisualShaderEditor::clear_custom_types() {
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for (int i = 0; i < add_options.size(); i++) {
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if (add_options[i].is_custom) {
add_options.remove_at(i);
i--;
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}
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}
}
void VisualShaderEditor::add_custom_type(const String &p_name, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, bool p_highend) {
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ERR_FAIL_COND(!p_name.is_valid_identifier());
ERR_FAIL_COND(!p_script.is_valid());
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for (int i = 0; i < add_options.size(); i++) {
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if (add_options[i].is_custom) {
if (add_options[i].script == p_script) {
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return;
}
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}
}
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AddOption ao;
ao.name = p_name;
ao.script = p_script;
ao.return_type = p_return_icon_type;
ao.description = p_description;
ao.category = p_category;
ao.highend = p_highend;
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ao.is_custom = true;
bool begin = false;
String root = p_category.split("/")[0];
for (int i = 0; i < add_options.size(); i++) {
if (add_options[i].is_custom) {
if (add_options[i].category == root) {
if (!begin) {
begin = true;
}
} else {
if (begin) {
add_options.insert(i, ao);
return;
}
}
}
}
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add_options.push_back(ao);
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}
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bool VisualShaderEditor::_is_available(int p_mode) {
int current_mode = edit_type->get_selected();
if (p_mode != -1) {
switch (current_mode) {
case 0: // Vertex / Emit
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current_mode = 1;
break;
case 1: // Fragment / Process
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current_mode = 2;
break;
case 2: // Light / Collide
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current_mode = 4;
break;
default:
break;
}
}
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return (p_mode == -1 || (p_mode & current_mode) != 0);
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}
void VisualShaderEditor::_update_nodes() {
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clear_custom_types();
List<StringName> class_list;
ScriptServer::get_global_class_list(&class_list);
Dictionary added;
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for (int i = 0; i < class_list.size(); i++) {
if (ScriptServer::get_global_class_native_base(class_list[i]) == "VisualShaderNodeCustom") {
String script_path = ScriptServer::get_global_class_path(class_list[i]);
Ref<Resource> res = ResourceLoader::load(script_path);
ERR_FAIL_COND(res.is_null());
ERR_FAIL_COND(!res->is_class("Script"));
Ref<Script> script = Ref<Script>(res);
Ref<VisualShaderNodeCustom> ref;
ref.instantiate();
ref->set_script(script);
if (!ref->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
continue;
}
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String name;
if (ref->has_method("_get_name")) {
name = (String)ref->call("_get_name");
} else {
name = "Unnamed";
}
String description = "";
if (ref->has_method("_get_description")) {
description = (String)ref->call("_get_description");
}
int return_icon_type = -1;
if (ref->has_method("_get_return_icon_type")) {
return_icon_type = (int)ref->call("_get_return_icon_type");
}
String category = "";
if (ref->has_method("_get_category")) {
category = (String)ref->call("_get_category");
}
String subcategory = "";
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if (ref->has_method("_get_subcategory")) {
subcategory = (String)ref->call("_get_subcategory");
}
bool highend = false;
if (ref->has_method("_is_highend")) {
highend = (bool)ref->call("_is_highend");
}
Dictionary dict;
dict["name"] = name;
dict["script"] = script;
dict["description"] = description;
dict["return_icon_type"] = return_icon_type;
category = category.rstrip("/");
category = category.lstrip("/");
category = "Addons/" + category;
if (!subcategory.is_empty()) {
category += "/" + subcategory;
}
dict["category"] = category;
dict["highend"] = highend;
String key;
key = category + "/" + name;
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added[key] = dict;
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}
}
// Disables not-supported copied items.
{
for (CopyItem &item : copy_items_buffer) {
Ref<VisualShaderNodeCustom> custom = Object::cast_to<VisualShaderNodeCustom>(item.node.ptr());
if (custom.is_valid()) {
if (!custom->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
item.disabled = true;
} else {
item.disabled = false;
}
} else {
for (int i = 0; i < add_options.size(); i++) {
if (add_options[i].type == item.node->get_class_name()) {
if ((add_options[i].func != visual_shader->get_mode() && add_options[i].func != -1) || !_is_available(add_options[i].mode)) {
item.disabled = true;
} else {
item.disabled = false;
}
break;
}
}
}
}
}
Array keys = added.keys();
keys.sort();
for (int i = 0; i < keys.size(); i++) {
const Variant &key = keys.get(i);
const Dictionary &value = (Dictionary)added[key];
add_custom_type(value["name"], value["script"], value["description"], value["return_icon_type"], value["category"], value["highend"]);
}
_update_options_menu();
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}
String VisualShaderEditor::_get_description(int p_idx) {
return add_options[p_idx].description;
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}
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void VisualShaderEditor::_update_options_menu() {
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node_desc->set_text("");
members_dialog->get_ok_button()->set_disabled(true);
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members->clear();
TreeItem *root = members->create_item();
String filter = node_filter->get_text().strip_edges();
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bool use_filter = !filter.is_empty();
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bool is_first_item = true;
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Color unsupported_color = get_theme_color(SNAME("error_color"), SNAME("Editor"));
Color supported_color = get_theme_color(SNAME("warning_color"), SNAME("Editor"));
static bool low_driver = ProjectSettings::get_singleton()->get("rendering/driver/driver_name") == "opengl3";
Map<String, TreeItem *> folders;
int current_func = -1;
if (!visual_shader.is_null()) {
current_func = visual_shader->get_mode();
}
Vector<AddOption> custom_options;
Vector<AddOption> embedded_options;
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static Vector<String> type_filter_exceptions;
if (type_filter_exceptions.is_empty()) {
type_filter_exceptions.append("VisualShaderNodeExpression");
}
for (int i = 0; i < add_options.size(); i++) {
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if (!use_filter || add_options[i].name.findn(filter) != -1) {
// port type filtering
if (members_output_port_type != VisualShaderNode::PORT_TYPE_MAX || members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
Ref<VisualShaderNode> vsn;
int check_result = 0;
if (!add_options[i].is_custom) {
vsn = Ref<VisualShaderNode>(Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[i].type)));
if (!vsn.is_valid()) {
continue;
}
if (type_filter_exceptions.has(add_options[i].type)) {
check_result = 1;
}
Ref<VisualShaderNodeInput> input = Object::cast_to<VisualShaderNodeInput>(vsn.ptr());
if (input.is_valid()) {
input->set_shader_mode(visual_shader->get_mode());
input->set_shader_type(visual_shader->get_shader_type());
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if (!add_options[i].ops.is_empty() && add_options[i].ops[0].get_type() == Variant::STRING) {
input->set_input_name((String)add_options[i].ops[0]);
}
}
Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(vsn.ptr());
if (expression.is_valid()) {
if (members_input_port_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
check_result = -1; // expressions creates a port with required type automatically (except for sampler output)
}
}
Ref<VisualShaderNodeUniformRef> uniform_ref = Object::cast_to<VisualShaderNodeUniformRef>(vsn.ptr());
if (uniform_ref.is_valid()) {
check_result = -1;
if (members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
for (int j = 0; j < uniform_ref->get_uniforms_count(); j++) {
if (visual_shader->is_port_types_compatible(uniform_ref->get_port_type_by_index(j), members_input_port_type)) {
check_result = 1;
break;
}
}
}
}
} else {
check_result = 1;
}
if (members_output_port_type != VisualShaderNode::PORT_TYPE_MAX) {
if (check_result == 0) {
for (int j = 0; j < vsn->get_input_port_count(); j++) {
if (visual_shader->is_port_types_compatible(vsn->get_input_port_type(j), members_output_port_type)) {
check_result = 1;
break;
}
}
}
if (check_result != 1) {
continue;
}
}
if (members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
if (check_result == 0) {
for (int j = 0; j < vsn->get_output_port_count(); j++) {
if (visual_shader->is_port_types_compatible(vsn->get_output_port_type(j), members_input_port_type)) {
check_result = 1;
break;
}
}
}
if (check_result != 1) {
continue;
}
}
}
if ((add_options[i].func != current_func && add_options[i].func != -1) || !_is_available(add_options[i].mode)) {
continue;
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}
const_cast<AddOption &>(add_options[i]).temp_idx = i; // save valid id
if (add_options[i].is_custom) {
custom_options.push_back(add_options[i]);
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} else {
embedded_options.push_back(add_options[i]);
}
}
}
Vector<AddOption> options;
SortArray<AddOption, _OptionComparator> sorter;
sorter.sort(custom_options.ptrw(), custom_options.size());
options.append_array(custom_options);
options.append_array(embedded_options);
for (int i = 0; i < options.size(); i++) {
String path = options[i].category;
Vector<String> subfolders = path.split("/");
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TreeItem *category = nullptr;
if (!folders.has(path)) {
category = root;
String path_temp = "";
for (int j = 0; j < subfolders.size(); j++) {
path_temp += subfolders[j];
if (!folders.has(path_temp)) {
category = members->create_item(category);
category->set_selectable(0, false);
category->set_collapsed(!use_filter);
category->set_text(0, subfolders[j]);
folders.insert(path_temp, category);
} else {
category = folders[path_temp];
}
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}
} else {
category = folders[path];
}
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TreeItem *item = members->create_item(category);
if (options[i].highend && low_driver) {
item->set_custom_color(0, unsupported_color);
} else if (options[i].highend) {
item->set_custom_color(0, supported_color);
}
item->set_text(0, options[i].name);
if (is_first_item && use_filter) {
item->select(0);
node_desc->set_text(options[i].description);
is_first_item = false;
}
switch (options[i].return_type) {
case VisualShaderNode::PORT_TYPE_SCALAR:
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item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")));
break;
case VisualShaderNode::PORT_TYPE_SCALAR_INT:
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item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")));
break;
case VisualShaderNode::PORT_TYPE_VECTOR_2D:
item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")));
break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D:
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item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")));
break;
case VisualShaderNode::PORT_TYPE_BOOLEAN:
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item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")));
break;
case VisualShaderNode::PORT_TYPE_TRANSFORM:
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item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")));
break;
case VisualShaderNode::PORT_TYPE_SAMPLER:
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item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")));
break;
default:
break;
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}
item->set_meta("id", options[i].temp_idx);
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}
}
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void VisualShaderEditor::_set_mode(int p_which) {
if (p_which == VisualShader::MODE_SKY) {
edit_type_standard->set_visible(false);
edit_type_particles->set_visible(false);
edit_type_sky->set_visible(true);
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edit_type_fog->set_visible(false);
edit_type = edit_type_sky;
custom_mode_box->set_visible(false);
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varying_button->hide();
mode = MODE_FLAGS_SKY;
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} else if (p_which == VisualShader::MODE_FOG) {
edit_type_standard->set_visible(false);
edit_type_particles->set_visible(false);
edit_type_sky->set_visible(false);
edit_type_fog->set_visible(true);
edit_type = edit_type_fog;
custom_mode_box->set_visible(false);
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varying_button->hide();
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mode = MODE_FLAGS_FOG;
} else if (p_which == VisualShader::MODE_PARTICLES) {
edit_type_standard->set_visible(false);
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edit_type_particles->set_visible(true);
edit_type_sky->set_visible(false);
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edit_type_fog->set_visible(false);
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edit_type = edit_type_particles;
if ((edit_type->get_selected() + 3) > VisualShader::TYPE_PROCESS) {
custom_mode_box->set_visible(false);
} else {
custom_mode_box->set_visible(true);
}
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varying_button->hide();
mode = MODE_FLAGS_PARTICLES;
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} else {
edit_type_particles->set_visible(false);
edit_type_standard->set_visible(true);
edit_type_sky->set_visible(false);
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edit_type_fog->set_visible(false);
edit_type = edit_type_standard;
custom_mode_box->set_visible(false);
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varying_button->show();
mode = MODE_FLAGS_SPATIAL_CANVASITEM;
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}
visual_shader->set_shader_type(get_current_shader_type());
}
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Size2 VisualShaderEditor::get_minimum_size() const {
return Size2(10, 200);
}
void VisualShaderEditor::_draw_color_over_button(Object *obj, Color p_color) {
Button *button = Object::cast_to<Button>(obj);
if (!button) {
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return;
}
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Ref<StyleBox> normal = get_theme_stylebox(SNAME("normal"), SNAME("Button"));
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button->draw_rect(Rect2(normal->get_offset(), button->get_size() - normal->get_minimum_size()), p_color);
}
void VisualShaderEditor::_update_created_node(GraphNode *node) {
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const Ref<StyleBoxFlat> sb = node->get_theme_stylebox(SNAME("frame"), SNAME("GraphNode"));
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Color c = sb->get_border_color();
const Color mono_color = ((c.r + c.g + c.b) / 3) < 0.7 ? Color(1.0, 1.0, 1.0, 0.85) : Color(0.0, 0.0, 0.0, 0.85);
c = mono_color;
node->add_theme_color_override("title_color", c);
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c.a = 0.7;
node->add_theme_color_override("close_color", c);
node->add_theme_color_override("resizer_color", c);
}
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void VisualShaderEditor::_update_uniforms(bool p_update_refs) {
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VisualShaderNodeUniformRef::clear_uniforms();
for (int t = 0; t < VisualShader::TYPE_MAX; t++) {
Vector<int> tnodes = visual_shader->get_node_list((VisualShader::Type)t);
for (int i = 0; i < tnodes.size(); i++) {
Ref<VisualShaderNode> vsnode = visual_shader->get_node((VisualShader::Type)t, tnodes[i]);
Ref<VisualShaderNodeUniform> uniform = vsnode;
if (uniform.is_valid()) {
Ref<VisualShaderNodeFloatUniform> float_uniform = vsnode;
Ref<VisualShaderNodeIntUniform> int_uniform = vsnode;
Ref<VisualShaderNodeVec2Uniform> vec2_uniform = vsnode;
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Ref<VisualShaderNodeVec3Uniform> vec3_uniform = vsnode;
Ref<VisualShaderNodeColorUniform> color_uniform = vsnode;
Ref<VisualShaderNodeBooleanUniform> bool_uniform = vsnode;
Ref<VisualShaderNodeTransformUniform> transform_uniform = vsnode;
VisualShaderNodeUniformRef::UniformType uniform_type;
if (float_uniform.is_valid()) {
uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_FLOAT;
} else if (int_uniform.is_valid()) {
uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_INT;
} else if (bool_uniform.is_valid()) {
uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_BOOLEAN;
} else if (vec2_uniform.is_valid()) {
uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_VECTOR2;
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} else if (vec3_uniform.is_valid()) {
uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_VECTOR3;
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} else if (transform_uniform.is_valid()) {
uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_TRANSFORM;
} else if (color_uniform.is_valid()) {
uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_COLOR;
} else {
uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_SAMPLER;
}
VisualShaderNodeUniformRef::add_uniform(uniform->get_uniform_name(), uniform_type);
}
}
}
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if (p_update_refs) {
graph_plugin->update_uniform_refs();
}
}
void VisualShaderEditor::_update_uniform_refs(Set<String> &p_deleted_names) {
for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
VisualShader::Type type = VisualShader::Type(i);
Vector<int> nodes = visual_shader->get_node_list(type);
for (int j = 0; j < nodes.size(); j++) {
if (j > 0) {
Ref<VisualShaderNodeUniformRef> ref = visual_shader->get_node(type, nodes[j]);
if (ref.is_valid()) {
if (p_deleted_names.has(ref->get_uniform_name())) {
undo_redo->add_do_method(ref.ptr(), "set_uniform_name", "[None]");
undo_redo->add_undo_method(ref.ptr(), "set_uniform_name", ref->get_uniform_name());
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
}
}
}
}
}
}
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void VisualShaderEditor::_update_graph() {
if (updating) {
return;
}
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if (visual_shader.is_null()) {
return;
}
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graph->set_scroll_ofs(visual_shader->get_graph_offset() * EDSCALE);
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VisualShader::Type type = get_current_shader_type();
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graph->clear_connections();
//erase all nodes
for (int i = 0; i < graph->get_child_count(); i++) {
if (Object::cast_to<GraphNode>(graph->get_child(i))) {
Node *node = graph->get_child(i);
graph->remove_child(node);
memdelete(node);
i--;
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}
}
List<VisualShader::Connection> connections;
visual_shader->get_node_connections(type, &connections);
graph_plugin->set_connections(connections);
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Vector<int> nodes = visual_shader->get_node_list(type);
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_update_uniforms(false);
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_update_varyings();
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graph_plugin->clear_links();
graph_plugin->make_dirty(true);
graph_plugin->update_theme();
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for (int n_i = 0; n_i < nodes.size(); n_i++) {
graph_plugin->add_node(type, nodes[n_i]);
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}
graph_plugin->make_dirty(false);
for (const VisualShader::Connection &E : connections) {
int from = E.from_node;
int from_idx = E.from_port;
int to = E.to_node;
int to_idx = E.to_port;
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graph->connect_node(itos(from), from_idx, itos(to), to_idx);
}
float graph_minimap_opacity = EditorSettings::get_singleton()->get("editors/visual_editors/minimap_opacity");
graph->set_minimap_opacity(graph_minimap_opacity);
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}
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VisualShader::Type VisualShaderEditor::get_current_shader_type() const {
VisualShader::Type type;
if (mode & MODE_FLAGS_PARTICLES) {
type = VisualShader::Type(edit_type->get_selected() + 3 + (custom_mode_enabled ? 3 : 0));
} else if (mode & MODE_FLAGS_SKY) {
type = VisualShader::Type(edit_type->get_selected() + 8);
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} else if (mode & MODE_FLAGS_FOG) {
type = VisualShader::Type(edit_type->get_selected() + 9);
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} else {
type = VisualShader::Type(edit_type->get_selected());
}
return type;
}
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void VisualShaderEditor::_add_input_port(int p_node, int p_port, int p_port_type, const String &p_name) {
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VisualShader::Type type = get_current_shader_type();
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Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
if (node.is_null()) {
return;
}
undo_redo->create_action(TTR("Add Input Port"));
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undo_redo->add_do_method(node.ptr(), "add_input_port", p_port, p_port_type, p_name);
undo_redo->add_undo_method(node.ptr(), "remove_input_port", p_port);
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undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
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undo_redo->commit_action();
}
void VisualShaderEditor::_add_output_port(int p_node, int p_port, int p_port_type, const String &p_name) {
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VisualShader::Type type = get_current_shader_type();
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Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
if (node.is_null()) {
return;
}
undo_redo->create_action(TTR("Add Output Port"));
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undo_redo->add_do_method(node.ptr(), "add_output_port", p_port, p_port_type, p_name);
undo_redo->add_undo_method(node.ptr(), "remove_output_port", p_port);
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undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
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undo_redo->commit_action();
}
void VisualShaderEditor::_change_input_port_type(int p_type, int p_node, int p_port) {
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VisualShader::Type type = get_current_shader_type();
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Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
if (node.is_null()) {
return;
}
undo_redo->create_action(TTR("Change Input Port Type"));
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undo_redo->add_do_method(node.ptr(), "set_input_port_type", p_port, p_type);
undo_redo->add_undo_method(node.ptr(), "set_input_port_type", p_port, node->get_input_port_type(p_port));
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undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
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undo_redo->commit_action();
}
void VisualShaderEditor::_change_output_port_type(int p_type, int p_node, int p_port) {
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VisualShader::Type type = get_current_shader_type();
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Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
if (node.is_null()) {
return;
}
undo_redo->create_action(TTR("Change Output Port Type"));
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undo_redo->add_do_method(node.ptr(), "set_output_port_type", p_port, p_type);
undo_redo->add_undo_method(node.ptr(), "set_output_port_type", p_port, node->get_output_port_type(p_port));
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undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
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undo_redo->commit_action();
}
void VisualShaderEditor::_change_input_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
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VisualShader::Type type = get_current_shader_type();
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Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
ERR_FAIL_COND(!node.is_valid());
String prev_name = node->get_input_port_name(p_port_id);
if (prev_name == p_text) {
return;
}
LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
ERR_FAIL_COND(!line_edit);
String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, false);
if (validated_name.is_empty() || prev_name == validated_name) {
line_edit->set_text(node->get_input_port_name(p_port_id));
return;
}
undo_redo->create_action(TTR("Change Input Port Name"));
undo_redo->add_do_method(node.ptr(), "set_input_port_name", p_port_id, validated_name);
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undo_redo->add_undo_method(node.ptr(), "set_input_port_name", p_port_id, node->get_input_port_name(p_port_id));
undo_redo->commit_action();
}
void VisualShaderEditor::_change_output_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
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VisualShader::Type type = get_current_shader_type();
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Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
ERR_FAIL_COND(!node.is_valid());
String prev_name = node->get_output_port_name(p_port_id);
if (prev_name == p_text) {
return;
}
LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
ERR_FAIL_COND(!line_edit);
String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, true);
if (validated_name.is_empty() || prev_name == validated_name) {
line_edit->set_text(node->get_output_port_name(p_port_id));
return;
}
undo_redo->create_action(TTR("Change Output Port Name"));
undo_redo->add_do_method(node.ptr(), "set_output_port_name", p_port_id, validated_name);
undo_redo->add_undo_method(node.ptr(), "set_output_port_name", p_port_id, prev_name);
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undo_redo->commit_action();
}
void VisualShaderEditor::_expand_output_port(int p_node, int p_port, bool p_expand) {
VisualShader::Type type = get_current_shader_type();
Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
ERR_FAIL_COND(!node.is_valid());
if (p_expand) {
undo_redo->create_action(TTR("Expand Output Port"));
} else {
undo_redo->create_action(TTR("Shrink Output Port"));
}
undo_redo->add_do_method(node.ptr(), "_set_output_port_expanded", p_port, p_expand);
undo_redo->add_undo_method(node.ptr(), "_set_output_port_expanded", p_port, !p_expand);
int type_size = 0;
switch (node->get_output_port_type(p_port)) {
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
type_size = 2;
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
type_size = 3;
} break;
default:
break;
}
List<VisualShader::Connection> conns;
visual_shader->get_node_connections(type, &conns);
for (const VisualShader::Connection &E : conns) {
int from_node = E.from_node;
int from_port = E.from_port;
int to_node = E.to_node;
int to_port = E.to_port;
if (from_node == p_node) {
if (p_expand) {
if (from_port > p_port) { // reconnect ports after expanded ports
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port + type_size, to_node, to_port);
undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port + type_size, to_node, to_port);
undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port + type_size, to_node, to_port);
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port + type_size, to_node, to_port);
}
} else {
if (from_port > p_port + type_size) { // reconnect ports after expanded ports
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_port - type_size, to_node, to_port);
undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port - type_size, to_node, to_port);
undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port - type_size, to_node, to_port);
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port - type_size, to_node, to_port);
} else if (from_port > p_port) { // disconnect component ports
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
}
}
}
}
int preview_port = node->get_output_port_for_preview();
if (p_expand) {
if (preview_port > p_port) {
undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port + type_size);
undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
}
} else {
if (preview_port > p_port + type_size) {
undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - type_size);
undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
}
}
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
undo_redo->commit_action();
}
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void VisualShaderEditor::_remove_input_port(int p_node, int p_port) {
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VisualShader::Type type = get_current_shader_type();
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Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
if (node.is_null()) {
return;
}
undo_redo->create_action(TTR("Remove Input Port"));
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List<VisualShader::Connection> conns;
visual_shader->get_node_connections(type, &conns);
for (const VisualShader::Connection &E : conns) {
int from_node = E.from_node;
int from_port = E.from_port;
int to_node = E.to_node;
int to_port = E.to_port;
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if (to_node == p_node) {
if (to_port == p_port) {
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
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undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
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} else if (to_port > p_port) {
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
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undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
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undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port - 1);
undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port - 1);
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undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port - 1);
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port - 1);
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}
}
}
undo_redo->add_do_method(node.ptr(), "remove_input_port", p_port);
undo_redo->add_undo_method(node.ptr(), "add_input_port", p_port, (int)node->get_input_port_type(p_port), node->get_input_port_name(p_port));
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undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
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undo_redo->commit_action();
}
void VisualShaderEditor::_remove_output_port(int p_node, int p_port) {
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VisualShader::Type type = get_current_shader_type();
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Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
if (node.is_null()) {
return;
}
undo_redo->create_action(TTR("Remove Output Port"));
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List<VisualShader::Connection> conns;
visual_shader->get_node_connections(type, &conns);
for (const VisualShader::Connection &E : conns) {
int from_node = E.from_node;
int from_port = E.from_port;
int to_node = E.to_node;
int to_port = E.to_port;
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if (from_node == p_node) {
if (from_port == p_port) {
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
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undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
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} else if (from_port > p_port) {
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
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undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
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undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port - 1, to_node, to_port);
undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port - 1, to_node, to_port);
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undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port - 1, to_node, to_port);
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port - 1, to_node, to_port);
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}
}
}
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int preview_port = node->get_output_port_for_preview();
if (preview_port != -1) {
if (preview_port == p_port) {
undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", -1);
undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
} else if (preview_port > p_port) {
undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - 1);
undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
}
}
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undo_redo->add_do_method(node.ptr(), "remove_output_port", p_port);
undo_redo->add_undo_method(node.ptr(), "add_output_port", p_port, (int)node->get_output_port_type(p_port), node->get_output_port_name(p_port));
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undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
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undo_redo->commit_action();
}
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void VisualShaderEditor::_expression_focus_out(Object *code_edit, int p_node) {
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VisualShader::Type type = get_current_shader_type();
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Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
if (node.is_null()) {
return;
}
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CodeEdit *expression_box = Object::cast_to<CodeEdit>(code_edit);
if (node->get_expression() == expression_box->get_text()) {
return;
}
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undo_redo->create_action(TTR("Set VisualShader Expression"));
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undo_redo->add_do_method(node.ptr(), "set_expression", expression_box->get_text());
undo_redo->add_undo_method(node.ptr(), "set_expression", node->get_expression());
undo_redo->add_do_method(graph_plugin.ptr(), "set_expression", type, p_node, expression_box->get_text());
undo_redo->add_undo_method(graph_plugin.ptr(), "set_expression", type, p_node, node->get_expression());
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undo_redo->commit_action();
}
void VisualShaderEditor::_set_node_size(int p_type, int p_node, const Vector2 &p_size) {
VisualShader::Type type = VisualShader::Type(p_type);
Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(type, p_node);
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if (node.is_null()) {
return;
}
Size2 size = p_size;
if (!node->is_allow_v_resize()) {
size.y = 0;
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}
node->set_size(size);
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if (get_current_shader_type() == type) {
Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
Control *text_box = nullptr;
if (!expression_node.is_null()) {
text_box = expression_node->is_ctrl_pressed(0);
if (text_box) {
text_box->set_custom_minimum_size(Size2(0, 0));
}
}
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GraphNode *gn = nullptr;
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Node *node2 = graph->get_node(itos(p_node));
gn = Object::cast_to<GraphNode>(node2);
if (!gn) {
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return;
}
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gn->set_custom_minimum_size(size);
gn->reset_size();
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if (!expression_node.is_null() && text_box) {
Size2 box_size = size;
if (gn != nullptr) {
if (box_size.x < 150 * EDSCALE || box_size.y < 0) {
box_size.x = gn->get_size().x;
}
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}
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box_size.x -= text_box->get_offset(SIDE_LEFT);
box_size.x -= 28 * EDSCALE;
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box_size.y -= text_box->get_offset(SIDE_TOP);
box_size.y -= 28 * EDSCALE;
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text_box->set_custom_minimum_size(box_size);
text_box->reset_size();
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}
}
}
void VisualShaderEditor::_node_resized(const Vector2 &p_new_size, int p_type, int p_node) {
Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(VisualShader::Type(p_type), p_node);
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if (node.is_null()) {
return;
}
undo_redo->create_action(TTR("Resize VisualShader Node"), UndoRedo::MERGE_ENDS);
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undo_redo->add_do_method(this, "_set_node_size", p_type, p_node, p_new_size);
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undo_redo->add_undo_method(this, "_set_node_size", p_type, p_node, node->get_size());
undo_redo->commit_action();
}
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void VisualShaderEditor::_preview_select_port(int p_node, int p_port) {
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VisualShader::Type type = get_current_shader_type();
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Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
if (node.is_null()) {
return;
}
int prev_port = node->get_output_port_for_preview();
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if (node->get_output_port_for_preview() == p_port) {
p_port = -1; //toggle it
}
undo_redo->create_action(p_port == -1 ? TTR("Hide Port Preview") : TTR("Show Port Preview"));
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undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", p_port);
undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", prev_port);
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
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undo_redo->commit_action();
}
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void VisualShaderEditor::_comment_title_popup_show(const Point2 &p_position, int p_node_id) {
VisualShader::Type type = get_current_shader_type();
Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, p_node_id);
if (node.is_null()) {
return;
}
comment_title_change_edit->set_text(node->get_title());
comment_title_change_popup->set_meta("id", p_node_id);
comment_title_change_popup->popup();
comment_title_change_popup->set_position(p_position);
}
void VisualShaderEditor::_comment_title_text_changed(const String &p_new_text) {
comment_title_change_edit->reset_size();
comment_title_change_popup->reset_size();
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}
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void VisualShaderEditor::_comment_title_text_submitted(const String &p_new_text) {
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comment_title_change_popup->hide();
}
void VisualShaderEditor::_comment_title_popup_focus_out() {
comment_title_change_popup->hide();
}
void VisualShaderEditor::_comment_title_popup_hide() {
ERR_FAIL_COND(!comment_title_change_popup->has_meta("id"));
int node_id = (int)comment_title_change_popup->get_meta("id");
VisualShader::Type type = get_current_shader_type();
Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, node_id);
ERR_FAIL_COND(node.is_null());
if (node->get_title() == comment_title_change_edit->get_text()) {
return; // nothing changed - ignored
}
undo_redo->create_action(TTR("Set Comment Node Title"));
undo_redo->add_do_method(node.ptr(), "set_title", comment_title_change_edit->get_text());
undo_redo->add_undo_method(node.ptr(), "set_title", node->get_title());
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
undo_redo->commit_action();
}
void VisualShaderEditor::_comment_desc_popup_show(const Point2 &p_position, int p_node_id) {
VisualShader::Type type = get_current_shader_type();
Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, p_node_id);
if (node.is_null()) {
return;
}
comment_desc_change_edit->set_text(node->get_description());
comment_desc_change_popup->set_meta("id", p_node_id);
comment_desc_change_popup->reset_size();
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comment_desc_change_popup->popup();
comment_desc_change_popup->set_position(p_position);
}
void VisualShaderEditor::_comment_desc_text_changed() {
comment_desc_change_edit->reset_size();
comment_desc_change_popup->reset_size();
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}
void VisualShaderEditor::_comment_desc_confirm() {
comment_desc_change_popup->hide();
}
void VisualShaderEditor::_comment_desc_popup_hide() {
ERR_FAIL_COND(!comment_desc_change_popup->has_meta("id"));
int node_id = (int)comment_desc_change_popup->get_meta("id");
VisualShader::Type type = get_current_shader_type();
Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, node_id);
ERR_FAIL_COND(node.is_null());
if (node->get_description() == comment_desc_change_edit->get_text()) {
return; // nothing changed - ignored
}
undo_redo->create_action(TTR("Set Comment Node Description"));
undo_redo->add_do_method(node.ptr(), "set_description", comment_desc_change_edit->get_text());
undo_redo->add_undo_method(node.ptr(), "set_description", node->get_title());
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
undo_redo->commit_action();
}
void VisualShaderEditor::_uniform_line_edit_changed(const String &p_text, int p_node_id) {
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VisualShader::Type type = get_current_shader_type();
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Ref<VisualShaderNodeUniform> node = visual_shader->get_node(type, p_node_id);
ERR_FAIL_COND(!node.is_valid());
String validated_name = visual_shader->validate_uniform_name(p_text, node);
if (validated_name == node->get_uniform_name()) {
return;
}
undo_redo->create_action(TTR("Set Uniform Name"));
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undo_redo->add_do_method(node.ptr(), "set_uniform_name", validated_name);
undo_redo->add_undo_method(node.ptr(), "set_uniform_name", node->get_uniform_name());
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undo_redo->add_do_method(graph_plugin.ptr(), "set_uniform_name", type, p_node_id, validated_name);
undo_redo->add_undo_method(graph_plugin.ptr(), "set_uniform_name", type, p_node_id, node->get_uniform_name());
undo_redo->add_do_method(graph_plugin.ptr(), "update_node_deferred", type, p_node_id);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node_deferred", type, p_node_id);
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undo_redo->add_do_method(this, "_update_uniforms", true);
undo_redo->add_undo_method(this, "_update_uniforms", true);
Set<String> changed_names;
changed_names.insert(node->get_uniform_name());
_update_uniform_refs(changed_names);
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undo_redo->commit_action();
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}
void VisualShaderEditor::_uniform_line_edit_focus_out(Object *line_edit, int p_node_id) {
_uniform_line_edit_changed(Object::cast_to<LineEdit>(line_edit)->get_text(), p_node_id);
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}
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void VisualShaderEditor::_port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output) {
if (!p_output) {
_change_input_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
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} else {
_change_output_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
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}
}
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void VisualShaderEditor::_port_edited() {
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VisualShader::Type type = get_current_shader_type();
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Variant value = property_editor->get_variant();
Ref<VisualShaderNode> vsn = visual_shader->get_node(type, editing_node);
ERR_FAIL_COND(!vsn.is_valid());
undo_redo->create_action(TTR("Set Input Default Port"));
Ref<VisualShaderNodeCustom> custom = Object::cast_to<VisualShaderNodeCustom>(vsn.ptr());
if (custom.is_valid()) {
undo_redo->add_do_method(custom.ptr(), "_set_input_port_default_value", editing_port, value);
undo_redo->add_undo_method(custom.ptr(), "_set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
} else {
undo_redo->add_do_method(vsn.ptr(), "set_input_port_default_value", editing_port, value);
undo_redo->add_undo_method(vsn.ptr(), "set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
}
undo_redo->add_do_method(graph_plugin.ptr(), "set_input_port_default_value", type, editing_node, editing_port, value);
undo_redo->add_undo_method(graph_plugin.ptr(), "set_input_port_default_value", type, editing_node, editing_port, vsn->get_input_port_default_value(editing_port));
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undo_redo->commit_action();
property_editor->hide();
}
void VisualShaderEditor::_edit_port_default_input(Object *p_button, int p_node, int p_port) {
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VisualShader::Type type = get_current_shader_type();
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Ref<VisualShaderNode> vsn = visual_shader->get_node(type, p_node);
Button *button = Object::cast_to<Button>(p_button);
ERR_FAIL_COND(!button);
Variant value = vsn->get_input_port_default_value(p_port);
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property_editor->set_position(button->get_screen_position() + Vector2(0, button->get_size().height));
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property_editor->edit(nullptr, "", value.get_type(), value, 0, "");
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property_editor->popup();
editing_node = p_node;
editing_port = p_port;
}
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void VisualShaderEditor::_setup_node(VisualShaderNode *p_node, const Vector<Variant> &p_ops) {
// INPUT
{
VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(p_node);
if (input) {
ERR_FAIL_COND(p_ops[0].get_type() != Variant::STRING);
input->set_input_name((String)p_ops[0]);
return;
}
}
// FLOAT_CONST
{
VisualShaderNodeFloatConstant *float_const = Object::cast_to<VisualShaderNodeFloatConstant>(p_node);
if (float_const) {
ERR_FAIL_COND(p_ops[0].get_type() != Variant::FLOAT);
float_const->set_constant((float)p_ops[0]);
return;
}
}
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// FLOAT_OP
{
VisualShaderNodeFloatOp *floatOp = Object::cast_to<VisualShaderNodeFloatOp>(p_node);
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if (floatOp) {
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ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
floatOp->set_operator((VisualShaderNodeFloatOp::Operator)(int)p_ops[0]);
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return;
}
}
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// FLOAT_FUNC
{
VisualShaderNodeFloatFunc *floatFunc = Object::cast_to<VisualShaderNodeFloatFunc>(p_node);
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if (floatFunc) {
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ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
floatFunc->set_function((VisualShaderNodeFloatFunc::Function)(int)p_ops[0]);
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return;
}
}
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// VECTOR_OP
{
VisualShaderNodeVectorOp *vecOp = Object::cast_to<VisualShaderNodeVectorOp>(p_node);
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if (vecOp) {
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ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
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vecOp->set_operator((VisualShaderNodeVectorOp::Operator)(int)p_ops[0]);
vecOp->set_op_type((VisualShaderNodeVectorOp::OpType)(int)p_ops[1]);
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return;
}
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}
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// VECTOR_FUNC
{
VisualShaderNodeVectorFunc *vecFunc = Object::cast_to<VisualShaderNodeVectorFunc>(p_node);
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if (vecFunc) {
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ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
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vecFunc->set_function((VisualShaderNodeVectorFunc::Function)(int)p_ops[0]);
vecFunc->set_op_type((VisualShaderNodeVectorFunc::OpType)(int)p_ops[1]);
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return;
}
}
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// COLOR_OP
{
VisualShaderNodeColorOp *colorOp = Object::cast_to<VisualShaderNodeColorOp>(p_node);
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if (colorOp) {
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ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
colorOp->set_operator((VisualShaderNodeColorOp::Operator)(int)p_ops[0]);
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return;
}
}
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// COLOR_FUNC
{
VisualShaderNodeColorFunc *colorFunc = Object::cast_to<VisualShaderNodeColorFunc>(p_node);
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if (colorFunc) {
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ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
colorFunc->set_function((VisualShaderNodeColorFunc::Function)(int)p_ops[0]);
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return;
}
}
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// INT_OP
{
VisualShaderNodeIntOp *intOp = Object::cast_to<VisualShaderNodeIntOp>(p_node);
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if (intOp) {
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ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
intOp->set_operator((VisualShaderNodeIntOp::Operator)(int)p_ops[0]);
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return;
}
}
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// INT_FUNC
{
VisualShaderNodeIntFunc *intFunc = Object::cast_to<VisualShaderNodeIntFunc>(p_node);
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if (intFunc) {
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ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
intFunc->set_function((VisualShaderNodeIntFunc::Function)(int)p_ops[0]);
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return;
}
}
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// TRANSFORM_OP
{
VisualShaderNodeTransformOp *matOp = Object::cast_to<VisualShaderNodeTransformOp>(p_node);
if (matOp) {
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ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
matOp->set_operator((VisualShaderNodeTransformOp::Operator)(int)p_ops[0]);
return;
}
}
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// TRANSFORM_FUNC
{
VisualShaderNodeTransformFunc *matFunc = Object::cast_to<VisualShaderNodeTransformFunc>(p_node);
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if (matFunc) {
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ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
matFunc->set_function((VisualShaderNodeTransformFunc::Function)(int)p_ops[0]);
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return;
}
}
// VECTOR_COMPOSE
{
VisualShaderNodeVectorCompose *vecCompose = Object::cast_to<VisualShaderNodeVectorCompose>(p_node);
if (vecCompose) {
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
vecCompose->set_op_type((VisualShaderNodeVectorCompose::OpType)(int)p_ops[0]);
return;
}
}
// VECTOR_DECOMPOSE
{
VisualShaderNodeVectorDecompose *vecDecompose = Object::cast_to<VisualShaderNodeVectorDecompose>(p_node);
if (vecDecompose) {
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
vecDecompose->set_op_type((VisualShaderNodeVectorDecompose::OpType)(int)p_ops[0]);
return;
}
}
// UV_FUNC
{
VisualShaderNodeUVFunc *uvFunc = Object::cast_to<VisualShaderNodeUVFunc>(p_node);
if (uvFunc) {
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ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
uvFunc->set_function((VisualShaderNodeUVFunc::Function)(int)p_ops[0]);
return;
}
}
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// IS
{
VisualShaderNodeIs *is = Object::cast_to<VisualShaderNodeIs>(p_node);
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if (is) {
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ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
is->set_function((VisualShaderNodeIs::Function)(int)p_ops[0]);
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return;
}
}
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// COMPARE
{
VisualShaderNodeCompare *cmp = Object::cast_to<VisualShaderNodeCompare>(p_node);
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if (cmp) {
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ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
cmp->set_function((VisualShaderNodeCompare::Function)(int)p_ops[0]);
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return;
}
}
// DISTANCE
{
VisualShaderNodeVectorDistance *dist = Object::cast_to<VisualShaderNodeVectorDistance>(p_node);
if (dist) {
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
dist->set_op_type((VisualShaderNodeVectorDistance::OpType)(int)p_ops[0]);
return;
}
}
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// DERIVATIVE
{
VisualShaderNodeDerivativeFunc *derFunc = Object::cast_to<VisualShaderNodeDerivativeFunc>(p_node);
if (derFunc) {
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ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
derFunc->set_function((VisualShaderNodeDerivativeFunc::Function)(int)p_ops[0]);
derFunc->set_op_type((VisualShaderNodeDerivativeFunc::OpType)(int)p_ops[1]);
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return;
}
}
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// MIX
{
VisualShaderNodeMix *mix = Object::cast_to<VisualShaderNodeMix>(p_node);
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if (mix) {
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ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
mix->set_op_type((VisualShaderNodeMix::OpType)(int)p_ops[0]);
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return;
}
}
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// CLAMP
{
VisualShaderNodeClamp *clampFunc = Object::cast_to<VisualShaderNodeClamp>(p_node);
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if (clampFunc) {
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ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
clampFunc->set_op_type((VisualShaderNodeClamp::OpType)(int)p_ops[0]);
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return;
}
}
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// SWITCH
{
VisualShaderNodeSwitch *switchFunc = Object::cast_to<VisualShaderNodeSwitch>(p_node);
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if (switchFunc) {
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ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
switchFunc->set_op_type((VisualShaderNodeSwitch::OpType)(int)p_ops[0]);
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return;
}
}
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// FACEFORWARD
{
VisualShaderNodeFaceForward *faceForward = Object::cast_to<VisualShaderNodeFaceForward>(p_node);
if (faceForward) {
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
faceForward->set_op_type((VisualShaderNodeFaceForward::OpType)(int)p_ops[0]);
return;
}
}
// LENGTH
{
VisualShaderNodeVectorLen *length = Object::cast_to<VisualShaderNodeVectorLen>(p_node);
if (length) {
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
length->set_op_type((VisualShaderNodeVectorLen::OpType)(int)p_ops[0]);
return;
}
}
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// SMOOTHSTEP
{
VisualShaderNodeSmoothStep *smoothStepFunc = Object::cast_to<VisualShaderNodeSmoothStep>(p_node);
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if (smoothStepFunc) {
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ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
smoothStepFunc->set_op_type((VisualShaderNodeSmoothStep::OpType)(int)p_ops[0]);
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return;
}
}
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// STEP
{
VisualShaderNodeStep *stepFunc = Object::cast_to<VisualShaderNodeStep>(p_node);
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if (stepFunc) {
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ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
stepFunc->set_op_type((VisualShaderNodeStep::OpType)(int)p_ops[0]);
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return;
}
}
// MULTIPLY_ADD
{
VisualShaderNodeMultiplyAdd *fmaFunc = Object::cast_to<VisualShaderNodeMultiplyAdd>(p_node);
if (fmaFunc) {
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ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
fmaFunc->set_op_type((VisualShaderNodeMultiplyAdd::OpType)(int)p_ops[0]);
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}
}
}
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void VisualShaderEditor::_add_node(int p_idx, const Vector<Variant> &p_ops, String p_resource_path, int p_node_idx) {
ERR_FAIL_INDEX(p_idx, add_options.size());
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VisualShader::Type type = get_current_shader_type();
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Ref<VisualShaderNode> vsnode;
bool is_custom = add_options[p_idx].is_custom;
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if (!is_custom && !add_options[p_idx].type.is_empty()) {
VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[p_idx].type));
ERR_FAIL_COND(!vsn);
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if (!p_ops.is_empty()) {
_setup_node(vsn, p_ops);
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}
VisualShaderNodeUniformRef *uniform_ref = Object::cast_to<VisualShaderNodeUniformRef>(vsn);
if (uniform_ref && to_node != -1 && to_slot != -1) {
VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
bool success = false;
for (int i = 0; i < uniform_ref->get_uniforms_count(); i++) {
if (uniform_ref->get_port_type_by_index(i) == input_port_type) {
uniform_ref->set_uniform_name(uniform_ref->get_uniform_name_by_index(i));
success = true;
break;
}
}
if (!success) {
for (int i = 0; i < uniform_ref->get_uniforms_count(); i++) {
if (visual_shader->is_port_types_compatible(uniform_ref->get_port_type_by_index(i), input_port_type)) {
uniform_ref->set_uniform_name(uniform_ref->get_uniform_name_by_index(i));
break;
}
}
}
}
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vsnode = Ref<VisualShaderNode>(vsn);
} else {
ERR_FAIL_COND(add_options[p_idx].script.is_null());
StringName base_type = add_options[p_idx].script->get_instance_base_type();
VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(base_type));
ERR_FAIL_COND(!vsn);
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vsnode = Ref<VisualShaderNode>(vsn);
vsnode->set_script(add_options[p_idx].script);
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}
bool is_texture2d = (Object::cast_to<VisualShaderNodeTexture>(vsnode.ptr()) != nullptr);
bool is_texture3d = (Object::cast_to<VisualShaderNodeTexture3D>(vsnode.ptr()) != nullptr);
bool is_texture2d_array = (Object::cast_to<VisualShaderNodeTexture2DArray>(vsnode.ptr()) != nullptr);
bool is_cubemap = (Object::cast_to<VisualShaderNodeCubemap>(vsnode.ptr()) != nullptr);
bool is_curve = (Object::cast_to<VisualShaderNodeCurveTexture>(vsnode.ptr()) != nullptr);
bool is_curve_xyz = (Object::cast_to<VisualShaderNodeCurveXYZTexture>(vsnode.ptr()) != nullptr);
bool is_uniform = (Object::cast_to<VisualShaderNodeUniform>(vsnode.ptr()) != nullptr);
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Point2 position = graph->get_scroll_ofs();
if (saved_node_pos_dirty) {
position += saved_node_pos;
} else {
position += graph->get_size() * 0.5;
position /= EDSCALE;
}
position /= graph->get_zoom();
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saved_node_pos_dirty = false;
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int id_to_use = visual_shader->get_valid_node_id(type);
if (p_resource_path.is_empty()) {
undo_redo->create_action(TTR("Add Node to Visual Shader"));
} else {
id_to_use += p_node_idx;
}
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undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, vsnode, position, id_to_use);
undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_to_use);
undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_to_use);
undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_to_use);
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VisualShaderNodeExpression *expr = Object::cast_to<VisualShaderNodeExpression>(vsnode.ptr());
if (expr) {
undo_redo->add_do_method(expr, "set_size", Size2(250 * EDSCALE, 150 * EDSCALE));
}
bool created_expression_port = false;
if (to_node != -1 && to_slot != -1) {
VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
if (expr && expr->is_editable() && input_port_type != VisualShaderNode::PORT_TYPE_SAMPLER) {
undo_redo->add_do_method(expr, "add_output_port", 0, input_port_type, "output0");
undo_redo->add_undo_method(expr, "remove_output_port", 0);
String initial_expression_code;
switch (input_port_type) {
case VisualShaderNode::PORT_TYPE_SCALAR:
initial_expression_code = "output0 = 1.0;";
break;
case VisualShaderNode::PORT_TYPE_SCALAR_INT:
initial_expression_code = "output0 = 1;";
break;
case VisualShaderNode::PORT_TYPE_VECTOR_2D:
initial_expression_code = "output0 = vec2(1.0, 1.0);";
break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D:
initial_expression_code = "output0 = vec3(1.0, 1.0, 1.0);";
break;
case VisualShaderNode::PORT_TYPE_BOOLEAN:
initial_expression_code = "output0 = true;";
break;
case VisualShaderNode::PORT_TYPE_TRANSFORM:
initial_expression_code = "output0 = mat4(1.0);";
break;
default:
break;
}
undo_redo->add_do_method(expr, "set_expression", initial_expression_code);
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, id_to_use);
created_expression_port = true;
}
if (vsnode->get_output_port_count() > 0 || created_expression_port) {
int _from_node = id_to_use;
int _from_slot = 0;
if (created_expression_port) {
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
} else {
// Need to setting up Input node properly before committing since `is_port_types_compatible` (calling below) is using `mode` and `shader_type`.
VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(vsnode.ptr());
if (input) {
input->set_shader_mode(visual_shader->get_mode());
input->set_shader_type(visual_shader->get_shader_type());
}
// Attempting to connect to the first correct port.
for (int i = 0; i < vsnode->get_output_port_count(); i++) {
if (visual_shader->is_port_types_compatible(vsnode->get_output_port_type(i), input_port_type)) {
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
break;
}
}
}
}
} else if (from_node != -1 && from_slot != -1) {
VisualShaderNode::PortType output_port_type = visual_shader->get_node(type, from_node)->get_output_port_type(from_slot);
if (expr && expr->is_editable()) {
undo_redo->add_do_method(expr, "add_input_port", 0, output_port_type, "input0");
undo_redo->add_undo_method(expr, "remove_input_port", 0);
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, id_to_use);
created_expression_port = true;
}
if (vsnode->get_input_port_count() > 0 || created_expression_port) {
int _to_node = id_to_use;
int _to_slot = 0;
if (created_expression_port) {
undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
} else {
// Attempting to connect to the first correct port.
for (int i = 0; i < vsnode->get_input_port_count(); i++) {
if (visual_shader->is_port_types_compatible(output_port_type, vsnode->get_input_port_type(i))) {
undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, i);
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, i);
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, i);
undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, i);
break;
}
}
}
if (output_port_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
if (is_texture2d) {
undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeTexture::SOURCE_PORT);
}
if (is_texture3d || is_texture2d_array) {
undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeSample3D::SOURCE_PORT);
}
if (is_cubemap) {
undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeCubemap::SOURCE_PORT);
}
}
}
}
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_member_cancel();
if (is_uniform) {
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undo_redo->add_do_method(this, "_update_uniforms", true);
undo_redo->add_undo_method(this, "_update_uniforms", true);
}
if (is_curve) {
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graph_plugin->call_deferred(SNAME("update_curve"), id_to_use);
}
if (is_curve_xyz) {
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graph_plugin->call_deferred(SNAME("update_curve_xyz"), id_to_use);
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}
if (p_resource_path.is_empty()) {
undo_redo->commit_action();
} else {
//post-initialization
if (is_texture2d || is_texture3d || is_curve || is_curve_xyz) {
undo_redo->add_do_method(vsnode.ptr(), "set_texture", ResourceLoader::load(p_resource_path));
return;
}
if (is_cubemap) {
undo_redo->add_do_method(vsnode.ptr(), "set_cube_map", ResourceLoader::load(p_resource_path));
return;
}
if (is_texture2d_array) {
undo_redo->add_do_method(vsnode.ptr(), "set_texture_array", ResourceLoader::load(p_resource_path));
}
}
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}
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void VisualShaderEditor::_add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type) {
undo_redo->create_action(vformat(TTR("Add Varying to Visual Shader: %s"), p_name));
undo_redo->add_do_method(visual_shader.ptr(), "add_varying", p_name, p_mode, p_type);
undo_redo->add_undo_method(visual_shader.ptr(), "remove_varying", p_name);
undo_redo->add_do_method(this, "_update_varyings");
undo_redo->add_undo_method(this, "_update_varyings");
for (int i = 0; i <= VisualShader::TYPE_LIGHT; i++) {
if (p_mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT && i == 0) {
continue;
}
VisualShader::Type type = VisualShader::Type(i);
Vector<int> nodes = visual_shader->get_node_list(type);
for (int j = 0; j < nodes.size(); j++) {
int node_id = nodes[j];
Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
Ref<VisualShaderNodeVarying> var = vsnode;
if (var.is_valid()) {
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, node_id);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, node_id);
}
}
}
undo_redo->add_do_method(this, "_update_varying_tree");
undo_redo->add_undo_method(this, "_update_varying_tree");
undo_redo->commit_action();
}
void VisualShaderEditor::_remove_varying(const String &p_name) {
undo_redo->create_action(vformat(TTR("Remove Varying from Visual Shader: %s"), p_name));
VisualShader::VaryingMode mode = visual_shader->get_varying_mode(p_name);
undo_redo->add_do_method(visual_shader.ptr(), "remove_varying", p_name);
undo_redo->add_undo_method(visual_shader.ptr(), "add_varying", p_name, mode, visual_shader->get_varying_type(p_name));
undo_redo->add_do_method(this, "_update_varyings");
undo_redo->add_undo_method(this, "_update_varyings");
for (int i = 0; i <= VisualShader::TYPE_LIGHT; i++) {
if (mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT && i == 0) {
continue;
}
VisualShader::Type type = VisualShader::Type(i);
Vector<int> nodes = visual_shader->get_node_list(type);
for (int j = 0; j < nodes.size(); j++) {
int node_id = nodes[j];
Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
Ref<VisualShaderNodeVarying> var = vsnode;
if (var.is_valid()) {
String var_name = var->get_varying_name();
if (var_name == p_name) {
undo_redo->add_do_method(var.ptr(), "set_varying_name", "[None]");
undo_redo->add_undo_method(var.ptr(), "set_varying_name", var_name);
undo_redo->add_do_method(var.ptr(), "set_varying_type", VisualShader::VARYING_TYPE_FLOAT);
undo_redo->add_undo_method(var.ptr(), "set_varying_type", var->get_varying_type());
}
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, node_id);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, node_id);
}
}
List<VisualShader::Connection> connections;
visual_shader->get_node_connections(type, &connections);
for (VisualShader::Connection &E : connections) {
Ref<VisualShaderNodeVaryingGetter> var_getter = Object::cast_to<VisualShaderNodeVaryingGetter>(visual_shader->get_node(type, E.from_node).ptr());
if (var_getter.is_valid() && E.from_port > 0) {
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
}
Ref<VisualShaderNodeVaryingSetter> var_setter = Object::cast_to<VisualShaderNodeVaryingSetter>(visual_shader->get_node(type, E.to_node).ptr());
if (var_setter.is_valid() && E.to_port > 0) {
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
}
}
}
undo_redo->add_do_method(this, "_update_varying_tree");
undo_redo->add_undo_method(this, "_update_varying_tree");
undo_redo->commit_action();
}
void VisualShaderEditor::_update_varyings() {
VisualShaderNodeVarying::clear_varyings();
for (int i = 0; i < visual_shader->get_varyings_count(); i++) {
const VisualShader::Varying *var = visual_shader->get_varying_by_index(i);
if (var != nullptr) {
VisualShaderNodeVarying::add_varying(var->name, var->mode, var->type);
}
}
}
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void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node) {
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VisualShader::Type type = get_current_shader_type();
drag_buffer.push_back({ type, p_node, p_from, p_to });
if (!drag_dirty) {
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call_deferred(SNAME("_nodes_dragged"));
}
drag_dirty = true;
}
void VisualShaderEditor::_nodes_dragged() {
drag_dirty = false;
undo_redo->create_action(TTR("Node(s) Moved"));
for (const DragOp &E : drag_buffer) {
undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.to);
undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.from);
undo_redo->add_do_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.to);
undo_redo->add_undo_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.from);
}
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drag_buffer.clear();
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undo_redo->commit_action();
}
void VisualShaderEditor::_connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
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VisualShader::Type type = get_current_shader_type();
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int from = p_from.to_int();
int to = p_to.to_int();
if (!visual_shader->can_connect_nodes(type, from, p_from_index, to, p_to_index)) {
return;
}
undo_redo->create_action(TTR("Nodes Connected"));
List<VisualShader::Connection> conns;
visual_shader->get_node_connections(type, &conns);
for (const VisualShader::Connection &E : conns) {
if (E.to_node == to && E.to_port == p_to_index) {
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
}
}
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undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
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undo_redo->commit_action();
}
void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
graph->disconnect_node(p_from, p_from_index, p_to, p_to_index);
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VisualShader::Type type = get_current_shader_type();
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int from = p_from.to_int();
int to = p_to.to_int();
undo_redo->create_action(TTR("Nodes Disconnected"));
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undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
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undo_redo->commit_action();
}
void VisualShaderEditor::_connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position) {
from_node = p_from.to_int();
from_slot = p_from_slot;
VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
Ref<VisualShaderNode> node = visual_shader->get_node(get_current_shader_type(), from_node);
if (node.is_valid()) {
output_port_type = node->get_output_port_type(from_slot);
}
_show_members_dialog(true, input_port_type, output_port_type);
}
void VisualShaderEditor::_connection_from_empty(const String &p_to, int p_to_slot, const Vector2 &p_release_position) {
to_node = p_to.to_int();
to_slot = p_to_slot;
VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
Ref<VisualShaderNode> node = visual_shader->get_node(get_current_shader_type(), to_node);
if (node.is_valid()) {
input_port_type = node->get_input_port_type(to_slot);
}
_show_members_dialog(true, input_port_type, output_port_type);
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}
void VisualShaderEditor::_delete_nodes(int p_type, const List<int> &p_nodes) {
VisualShader::Type type = VisualShader::Type(p_type);
List<VisualShader::Connection> conns;
visual_shader->get_node_connections(type, &conns);
for (const int &F : p_nodes) {
for (const VisualShader::Connection &E : conns) {
if (E.from_node == F || E.to_node == F) {
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
}
}
}
Set<String> uniform_names;
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for (const int &F : p_nodes) {
Ref<VisualShaderNode> node = visual_shader->get_node(type, F);
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undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, F);
undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, node, visual_shader->get_node_position(type, F), F);
undo_redo->add_undo_method(graph_plugin.ptr(), "add_node", type, F);
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// restore size, inputs and outputs if node is group
VisualShaderNodeGroupBase *group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
if (group) {
undo_redo->add_undo_method(group, "set_size", group->get_size());
undo_redo->add_undo_method(group, "set_inputs", group->get_inputs());
undo_redo->add_undo_method(group, "set_outputs", group->get_outputs());
}
// restore expression text if node is expression
VisualShaderNodeExpression *expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
if (expression) {
undo_redo->add_undo_method(expression, "set_expression", expression->get_expression());
}
VisualShaderNodeUniform *uniform = Object::cast_to<VisualShaderNodeUniform>(node.ptr());
if (uniform) {
uniform_names.insert(uniform->get_uniform_name());
}
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}
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List<VisualShader::Connection> used_conns;
for (const int &F : p_nodes) {
for (const VisualShader::Connection &E : conns) {
if (E.from_node == F || E.to_node == F) {
bool cancel = false;
for (List<VisualShader::Connection>::Element *R = used_conns.front(); R; R = R->next()) {
if (R->get().from_node == E.from_node && R->get().from_port == E.from_port && R->get().to_node == E.to_node && R->get().to_port == E.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.from_node, E.from_port, E.to_node, E.to_port);
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
used_conns.push_back(E);
}
}
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}
}
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// delete nodes from the graph
for (const int &F : p_nodes) {
undo_redo->add_do_method(graph_plugin.ptr(), "remove_node", type, F);
}
// update uniform refs if any uniform has been deleted
if (uniform_names.size() > 0) {
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undo_redo->add_do_method(this, "_update_uniforms", true);
undo_redo->add_undo_method(this, "_update_uniforms", true);
_update_uniform_refs(uniform_names);
}
}
void VisualShaderEditor::_replace_node(VisualShader::Type p_type_id, int p_node_id, const StringName &p_from, const StringName &p_to) {
undo_redo->add_do_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_to);
undo_redo->add_undo_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_from);
}
void VisualShaderEditor::_update_constant(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
Ref<VisualShaderNode> node = visual_shader->get_node(p_type_id, p_node_id);
ERR_FAIL_COND(!node.is_valid());
ERR_FAIL_COND(!node->has_method("set_constant"));
node->call("set_constant", p_var);
if (p_preview_port != -1) {
node->set_output_port_for_preview(p_preview_port);
}
}
void VisualShaderEditor::_update_uniform(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
Ref<VisualShaderNodeUniform> uniform = visual_shader->get_node(p_type_id, p_node_id);
ERR_FAIL_COND(!uniform.is_valid());
String valid_name = visual_shader->validate_uniform_name(uniform->get_uniform_name(), uniform);
uniform->set_uniform_name(valid_name);
graph_plugin->set_uniform_name(p_type_id, p_node_id, valid_name);
if (uniform->has_method("set_default_value_enabled")) {
uniform->call("set_default_value_enabled", true);
uniform->call("set_default_value", p_var);
}
if (p_preview_port != -1) {
uniform->set_output_port_for_preview(p_preview_port);
}
}
void VisualShaderEditor::_convert_constants_to_uniforms(bool p_vice_versa) {
VisualShader::Type type_id = get_current_shader_type();
if (!p_vice_versa) {
undo_redo->create_action(TTR("Convert Constant Node(s) To Uniform(s)"));
} else {
undo_redo->create_action(TTR("Convert Uniform Node(s) To Constant(s)"));
}
const Set<int> &current_set = p_vice_versa ? selected_uniforms : selected_constants;
Set<String> deleted_names;
for (Set<int>::Element *E = current_set.front(); E; E = E->next()) {
int node_id = E->get();
Ref<VisualShaderNode> node = visual_shader->get_node(type_id, node_id);
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bool caught = false;
Variant var;
// float
if (!p_vice_versa) {
Ref<VisualShaderNodeFloatConstant> float_const = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
if (float_const.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeFloatConstant", "VisualShaderNodeFloatUniform");
var = float_const->get_constant();
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caught = true;
}
} else {
Ref<VisualShaderNodeFloatUniform> float_uniform = Object::cast_to<VisualShaderNodeFloatUniform>(node.ptr());
if (float_uniform.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeFloatUniform", "VisualShaderNodeFloatConstant");
var = float_uniform->get_default_value();
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caught = true;
}
}
// int
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if (!caught) {
if (!p_vice_versa) {
Ref<VisualShaderNodeIntConstant> int_const = Object::cast_to<VisualShaderNodeIntConstant>(node.ptr());
if (int_const.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeIntConstant", "VisualShaderNodeIntUniform");
var = int_const->get_constant();
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caught = true;
}
} else {
Ref<VisualShaderNodeIntUniform> int_uniform = Object::cast_to<VisualShaderNodeIntUniform>(node.ptr());
if (int_uniform.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeIntUniform", "VisualShaderNodeIntConstant");
var = int_uniform->get_default_value();
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caught = true;
}
}
}
// boolean
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if (!caught) {
if (!p_vice_versa) {
Ref<VisualShaderNodeBooleanConstant> boolean_const = Object::cast_to<VisualShaderNodeBooleanConstant>(node.ptr());
if (boolean_const.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeBooleanConstant", "VisualShaderNodeBooleanUniform");
var = boolean_const->get_constant();
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caught = true;
}
} else {
Ref<VisualShaderNodeBooleanUniform> boolean_uniform = Object::cast_to<VisualShaderNodeBooleanUniform>(node.ptr());
if (boolean_uniform.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeBooleanUniform", "VisualShaderNodeBooleanConstant");
var = boolean_uniform->get_default_value();
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caught = true;
}
}
}
// vec2
if (!caught) {
if (!p_vice_versa) {
Ref<VisualShaderNodeVec2Constant> vec2_const = Object::cast_to<VisualShaderNodeVec2Constant>(node.ptr());
if (vec2_const.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeVec2Constant", "VisualShaderNodeVec2Uniform");
var = vec2_const->get_constant();
caught = true;
}
} else {
Ref<VisualShaderNodeVec2Uniform> vec2_uniform = Object::cast_to<VisualShaderNodeVec2Uniform>(node.ptr());
if (vec2_uniform.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeVec2Uniform", "VisualShaderNodeVec2Constant");
var = vec2_uniform->get_default_value();
caught = true;
}
}
}
// vec3
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if (!caught) {
if (!p_vice_versa) {
Ref<VisualShaderNodeVec3Constant> vec3_const = Object::cast_to<VisualShaderNodeVec3Constant>(node.ptr());
if (vec3_const.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeVec3Constant", "VisualShaderNodeVec3Uniform");
var = vec3_const->get_constant();
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caught = true;
}
} else {
Ref<VisualShaderNodeVec3Uniform> vec3_uniform = Object::cast_to<VisualShaderNodeVec3Uniform>(node.ptr());
if (vec3_uniform.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeVec3Uniform", "VisualShaderNodeVec3Constant");
var = vec3_uniform->get_default_value();
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caught = true;
}
}
}
// color
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if (!caught) {
if (!p_vice_versa) {
Ref<VisualShaderNodeColorConstant> color_const = Object::cast_to<VisualShaderNodeColorConstant>(node.ptr());
if (color_const.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeColorConstant", "VisualShaderNodeColorUniform");
var = color_const->get_constant();
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caught = true;
}
} else {
Ref<VisualShaderNodeColorUniform> color_uniform = Object::cast_to<VisualShaderNodeColorUniform>(node.ptr());
if (color_uniform.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeColorUniform", "VisualShaderNodeColorConstant");
var = color_uniform->get_default_value();
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caught = true;
}
}
}
// transform
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if (!caught) {
if (!p_vice_versa) {
Ref<VisualShaderNodeTransformConstant> transform_const = Object::cast_to<VisualShaderNodeTransformConstant>(node.ptr());
if (transform_const.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeTransformConstant", "VisualShaderNodeTransformUniform");
var = transform_const->get_constant();
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caught = true;
}
} else {
Ref<VisualShaderNodeTransformUniform> transform_uniform = Object::cast_to<VisualShaderNodeTransformUniform>(node.ptr());
if (transform_uniform.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeTransformUniform", "VisualShaderNodeTransformConstant");
var = transform_uniform->get_default_value();
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caught = true;
}
}
}
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ERR_CONTINUE(!caught);
int preview_port = node->get_output_port_for_preview();
if (!p_vice_versa) {
undo_redo->add_do_method(this, "_update_uniform", type_id, node_id, var, preview_port);
undo_redo->add_undo_method(this, "_update_constant", type_id, node_id, var, preview_port);
} else {
undo_redo->add_do_method(this, "_update_constant", type_id, node_id, var, preview_port);
undo_redo->add_undo_method(this, "_update_uniform", type_id, node_id, var, preview_port);
Ref<VisualShaderNodeUniform> uniform = Object::cast_to<VisualShaderNodeUniform>(node.ptr());
ERR_CONTINUE(!uniform.is_valid());
deleted_names.insert(uniform->get_uniform_name());
}
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, node_id);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, node_id);
}
undo_redo->add_do_method(this, "_update_uniforms", true);
undo_redo->add_undo_method(this, "_update_uniforms", true);
if (deleted_names.size() > 0) {
_update_uniform_refs(deleted_names);
}
undo_redo->commit_action();
}
void VisualShaderEditor::_delete_node_request(int p_type, int p_node) {
List<int> to_erase;
to_erase.push_back(p_node);
undo_redo->create_action(TTR("Delete VisualShader Node"));
_delete_nodes(p_type, to_erase);
undo_redo->commit_action();
}
void VisualShaderEditor::_delete_nodes_request() {
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());
}
}
}
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if (to_erase.is_empty()) {
return;
}
undo_redo->create_action(TTR("Delete VisualShader Node(s)"));
_delete_nodes(get_current_shader_type(), to_erase);
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undo_redo->commit_action();
}
void VisualShaderEditor::_node_selected(Object *p_node) {
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VisualShader::Type type = get_current_shader_type();
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GraphNode *gn = Object::cast_to<GraphNode>(p_node);
ERR_FAIL_COND(!gn);
int id = String(gn->get_name()).to_int();
Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
ERR_FAIL_COND(!vsnode.is_valid());
//do not rely on this, makes editor more complex
//EditorNode::get_singleton()->push_item(vsnode.ptr(), "", true);
}
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void VisualShaderEditor::_graph_gui_input(const Ref<InputEvent> &p_event) {
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Ref<InputEventMouseButton> mb = p_event;
VisualShader::Type type = get_current_shader_type();
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if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == MouseButton::RIGHT) {
selected_constants.clear();
selected_uniforms.clear();
selected_comment = -1;
selected_float_constant = -1;
List<int> to_change;
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()) {
int id = gn->get_name().operator String().to_int();
to_change.push_back(id);
Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
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VisualShaderNodeComment *comment_node = Object::cast_to<VisualShaderNodeComment>(node.ptr());
if (comment_node != nullptr) {
selected_comment = id;
}
VisualShaderNodeConstant *constant_node = Object::cast_to<VisualShaderNodeConstant>(node.ptr());
if (constant_node != nullptr) {
selected_constants.insert(id);
}
VisualShaderNodeFloatConstant *float_constant_node = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
if (float_constant_node != nullptr) {
selected_float_constant = id;
}
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VisualShaderNodeUniform *uniform_node = Object::cast_to<VisualShaderNodeUniform>(node.ptr());
if (uniform_node != nullptr && uniform_node->is_convertible_to_constant()) {
selected_uniforms.insert(id);
}
}
}
}
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if (to_change.size() > 1) {
selected_comment = -1;
selected_float_constant = -1;
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}
bool copy_buffer_empty = true;
for (const CopyItem &item : copy_items_buffer) {
if (!item.disabled) {
copy_buffer_empty = false;
break;
}
}
if (to_change.is_empty() && copy_buffer_empty) {
_show_members_dialog(true);
} else {
popup_menu->set_item_disabled(NodeMenuOptions::CUT, to_change.is_empty());
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popup_menu->set_item_disabled(NodeMenuOptions::COPY, to_change.is_empty());
popup_menu->set_item_disabled(NodeMenuOptions::PASTE, copy_buffer_empty);
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popup_menu->set_item_disabled(NodeMenuOptions::DELETE, to_change.is_empty());
popup_menu->set_item_disabled(NodeMenuOptions::DUPLICATE, to_change.is_empty());
popup_menu->set_item_disabled(NodeMenuOptions::CLEAR_COPY_BUFFER, copy_buffer_empty);
int temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR2);
if (temp != -1) {
popup_menu->remove_item(temp);
}
temp = popup_menu->get_item_index(NodeMenuOptions::FLOAT_CONSTANTS);
if (temp != -1) {
popup_menu->remove_item(temp);
}
temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_CONSTANTS_TO_UNIFORMS);
if (temp != -1) {
popup_menu->remove_item(temp);
}
temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_UNIFORMS_TO_CONSTANTS);
if (temp != -1) {
popup_menu->remove_item(temp);
}
temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR3);
if (temp != -1) {
popup_menu->remove_item(temp);
}
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temp = popup_menu->get_item_index(NodeMenuOptions::SET_COMMENT_TITLE);
if (temp != -1) {
popup_menu->remove_item(temp);
}
temp = popup_menu->get_item_index(NodeMenuOptions::SET_COMMENT_DESCRIPTION);
if (temp != -1) {
popup_menu->remove_item(temp);
}
if (selected_constants.size() > 0 || selected_uniforms.size() > 0) {
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popup_menu->add_separator("", NodeMenuOptions::SEPARATOR2);
if (selected_float_constant != -1) {
popup_menu->add_submenu_item(TTR("Float Constants"), "FloatConstants", int(NodeMenuOptions::FLOAT_CONSTANTS));
if (!constants_submenu) {
constants_submenu = memnew(PopupMenu);
constants_submenu->set_name("FloatConstants");
for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
constants_submenu->add_item(float_constant_defs[i].name, i);
}
popup_menu->add_child(constants_submenu);
constants_submenu->connect("index_pressed", callable_mp(this, &VisualShaderEditor::_float_constant_selected));
}
}
if (selected_constants.size() > 0) {
popup_menu->add_item(TTR("Convert Constant(s) to Uniform(s)"), NodeMenuOptions::CONVERT_CONSTANTS_TO_UNIFORMS);
}
if (selected_uniforms.size() > 0) {
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popup_menu->add_item(TTR("Convert Uniform(s) to Constant(s)"), NodeMenuOptions::CONVERT_UNIFORMS_TO_CONSTANTS);
}
}
if (selected_comment != -1) {
popup_menu->add_separator("", NodeMenuOptions::SEPARATOR3);
popup_menu->add_item(TTR("Set Comment Title"), NodeMenuOptions::SET_COMMENT_TITLE);
popup_menu->add_item(TTR("Set Comment Description"), NodeMenuOptions::SET_COMMENT_DESCRIPTION);
}
menu_point = graph->get_local_mouse_position();
Point2 gpos = get_screen_position() + get_local_mouse_position();
popup_menu->set_position(gpos);
popup_menu->reset_size();
popup_menu->popup();
}
}
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}
void VisualShaderEditor::_show_members_dialog(bool at_mouse_pos, VisualShaderNode::PortType p_input_port_type, VisualShaderNode::PortType p_output_port_type) {
if (members_input_port_type != p_input_port_type || members_output_port_type != p_output_port_type) {
members_input_port_type = p_input_port_type;
members_output_port_type = p_output_port_type;
_update_options_menu();
}
if (at_mouse_pos) {
saved_node_pos_dirty = true;
saved_node_pos = graph->get_local_mouse_position();
Point2 gpos = get_screen_position() + get_local_mouse_position();
members_dialog->set_position(gpos);
} else {
saved_node_pos_dirty = false;
members_dialog->set_position(graph->get_screen_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
}
members_dialog->popup();
// Keep dialog within window bounds.
Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
Rect2 dialog_rect = Rect2(members_dialog->get_position(), members_dialog->get_size());
Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
members_dialog->set_position(members_dialog->get_position() - difference);
node_filter->call_deferred(SNAME("grab_focus")); // Still not visible.
node_filter->select_all();
}
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void VisualShaderEditor::_show_varying_menu() {
varying_options->set_item_disabled(int(VaryingMenuOptions::REMOVE), visual_shader->get_varyings_count() == 0);
varying_options->set_position(graph->get_screen_position() + varying_button->get_position() + Size2(0, varying_button->get_size().height));
varying_options->popup();
}
void VisualShaderEditor::_varying_menu_id_pressed(int p_idx) {
switch (VaryingMenuOptions(p_idx)) {
case VaryingMenuOptions::ADD: {
_show_add_varying_dialog();
} break;
case VaryingMenuOptions::REMOVE: {
_show_remove_varying_dialog();
} break;
default:
break;
}
}
void VisualShaderEditor::_show_add_varying_dialog() {
_varying_name_changed(varying_name->get_text());
add_varying_dialog->set_position(graph->get_screen_position() + varying_button->get_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
add_varying_dialog->popup();
// Keep dialog within window bounds.
Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
Rect2 dialog_rect = Rect2(add_varying_dialog->get_position(), add_varying_dialog->get_size());
Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
add_varying_dialog->set_position(add_varying_dialog->get_position() - difference);
}
void VisualShaderEditor::_show_remove_varying_dialog() {
remove_varying_dialog->set_position(graph->get_screen_position() + varying_button->get_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
remove_varying_dialog->popup();
// Keep dialog within window bounds.
Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
Rect2 dialog_rect = Rect2(remove_varying_dialog->get_position(), remove_varying_dialog->get_size());
Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
remove_varying_dialog->set_position(remove_varying_dialog->get_position() - difference);
}
void VisualShaderEditor::_sbox_input(const Ref<InputEvent> &p_ie) {
Ref<InputEventKey> ie = p_ie;
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if (ie.is_valid() && (ie->get_keycode() == Key::UP || ie->get_keycode() == Key::DOWN || ie->get_keycode() == Key::ENTER || ie->get_keycode() == Key::KP_ENTER)) {
members->gui_input(ie);
node_filter->accept_event();
}
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}
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void VisualShaderEditor::_notification(int p_what) {
switch (p_what) {
case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: {
graph->get_panner()->setup((ViewPanner::ControlScheme)EDITOR_GET("editors/panning/sub_editors_panning_scheme").operator int(), ED_GET_SHORTCUT("canvas_item_editor/pan_view"), bool(EditorSettings::get_singleton()->get("editors/panning/simple_panning")));
graph->set_warped_panning(bool(EditorSettings::get_singleton()->get("editors/panning/warped_mouse_panning")));
} break;
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case NOTIFICATION_ENTER_TREE: {
node_filter->set_clear_button_enabled(true);
// collapse tree by default
TreeItem *category = members->get_root()->get_first_child();
while (category) {
category->set_collapsed(true);
TreeItem *sub_category = category->get_first_child();
while (sub_category) {
sub_category->set_collapsed(true);
sub_category = sub_category->get_next();
}
category = category->get_next();
}
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graph->get_panner()->setup((ViewPanner::ControlScheme)EDITOR_GET("editors/panning/sub_editors_panning_scheme").operator int(), ED_GET_SHORTCUT("canvas_item_editor/pan_view"), bool(EditorSettings::get_singleton()->get("editors/panning/simple_panning")));
graph->set_warped_panning(bool(EditorSettings::get_singleton()->get("editors/panning/warped_mouse_panning")));
[[fallthrough]];
}
case NOTIFICATION_THEME_CHANGED: {
highend_label->set_modulate(get_theme_color(SNAME("vulkan_color"), SNAME("Editor")));
node_filter->set_right_icon(Control::get_theme_icon(SNAME("Search"), SNAME("EditorIcons")));
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preview_shader->set_icon(Control::get_theme_icon(SNAME("Shader"), SNAME("EditorIcons")));
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{
Color background_color = EDITOR_GET("text_editor/theme/highlighting/background_color");
Color text_color = EDITOR_GET("text_editor/theme/highlighting/text_color");
Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
Color comment_color = EDITOR_GET("text_editor/theme/highlighting/comment_color");
Color symbol_color = EDITOR_GET("text_editor/theme/highlighting/symbol_color");
Color function_color = EDITOR_GET("text_editor/theme/highlighting/function_color");
Color number_color = EDITOR_GET("text_editor/theme/highlighting/number_color");
Color members_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
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Color error_color = get_theme_color(SNAME("error_color"), SNAME("Editor"));
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preview_text->add_theme_color_override("background_color", background_color);
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varying_error_label->add_theme_color_override("font_color", error_color);
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for (const String &E : keyword_list) {
if (ShaderLanguage::is_control_flow_keyword(E)) {
syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
} else {
syntax_highlighter->add_keyword_color(E, keyword_color);
}
}
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preview_text->add_theme_font_override("font", get_theme_font(SNAME("expression"), SNAME("EditorFonts")));
preview_text->add_theme_font_size_override("font_size", get_theme_font_size(SNAME("expression_size"), SNAME("EditorFonts")));
preview_text->add_theme_color_override("font_color", text_color);
syntax_highlighter->set_number_color(number_color);
syntax_highlighter->set_symbol_color(symbol_color);
syntax_highlighter->set_function_color(function_color);
syntax_highlighter->set_member_variable_color(members_color);
syntax_highlighter->clear_color_regions();
syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
syntax_highlighter->add_color_region("//", "", comment_color, true);
preview_text->clear_comment_delimiters();
preview_text->add_comment_delimiter("/*", "*/", false);
preview_text->add_comment_delimiter("//", "", true);
error_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Panel")));
error_label->add_theme_font_override("font", get_theme_font(SNAME("status_source"), SNAME("EditorFonts")));
error_label->add_theme_font_size_override("font_size", get_theme_font_size(SNAME("status_source_size"), SNAME("EditorFonts")));
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error_label->add_theme_color_override("font_color", error_color);
}
tools->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Tools"), SNAME("EditorIcons")));
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if (p_what == NOTIFICATION_THEME_CHANGED && is_visible_in_tree()) {
_update_graph();
}
} break;
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case NOTIFICATION_DRAG_BEGIN: {
Dictionary dd = get_viewport()->gui_get_drag_data();
if (members->is_visible_in_tree() && dd.has("id")) {
members->set_drop_mode_flags(Tree::DROP_MODE_ON_ITEM);
}
} break;
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case NOTIFICATION_DRAG_END: {
members->set_drop_mode_flags(0);
} break;
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}
}
void VisualShaderEditor::_scroll_changed(const Vector2 &p_scroll) {
if (updating) {
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return;
}
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updating = true;
visual_shader->set_graph_offset(p_scroll / EDSCALE);
updating = false;
}
void VisualShaderEditor::_node_changed(int p_id) {
if (updating) {
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return;
}
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if (is_visible_in_tree()) {
_update_graph();
}
}
void VisualShaderEditor::_dup_copy_nodes(int p_type, List<CopyItem> &r_items, List<VisualShader::Connection> &r_connections) {
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VisualShader::Type type = (VisualShader::Type)p_type;
selection_center.x = 0.0f;
selection_center.y = 0.0f;
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Set<int> nodes;
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for (int i = 0; i < graph->get_child_count(); i++) {
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GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
if (gn) {
int id = String(gn->get_name()).to_int();
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Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
Ref<VisualShaderNodeOutput> output = node;
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if (output.is_valid()) { // can't duplicate output
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continue;
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}
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if (node.is_valid() && gn->is_selected()) {
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Vector2 pos = visual_shader->get_node_position(type, id);
selection_center += pos;
CopyItem item;
item.id = id;
item.node = visual_shader->get_node(type, id)->duplicate();
item.position = visual_shader->get_node_position(type, id);
Ref<VisualShaderNodeResizableBase> resizable_base = node;
if (resizable_base.is_valid()) {
item.size = resizable_base->get_size();
}
Ref<VisualShaderNodeGroupBase> group = node;
if (group.is_valid()) {
item.group_inputs = group->get_inputs();
item.group_outputs = group->get_outputs();
}
Ref<VisualShaderNodeExpression> expression = node;
if (expression.is_valid()) {
item.expression = expression->get_expression();
}
r_items.push_back(item);
nodes.insert(id);
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}
}
}
List<VisualShader::Connection> connections;
visual_shader->get_node_connections(type, &connections);
for (const VisualShader::Connection &E : connections) {
if (nodes.has(E.from_node) && nodes.has(E.to_node)) {
r_connections.push_back(E);
}
}
selection_center /= (float)r_items.size();
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}
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void VisualShaderEditor::_dup_paste_nodes(int p_type, List<CopyItem> &r_items, const List<VisualShader::Connection> &p_connections, const Vector2 &p_offset, bool p_duplicate) {
if (p_duplicate) {
undo_redo->create_action(TTR("Duplicate VisualShader Node(s)"));
} else {
bool copy_buffer_empty = true;
for (const CopyItem &item : copy_items_buffer) {
if (!item.disabled) {
copy_buffer_empty = false;
break;
}
}
if (copy_buffer_empty) {
return;
}
undo_redo->create_action(TTR("Paste VisualShader Node(s)"));
}
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VisualShader::Type type = (VisualShader::Type)p_type;
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int base_id = visual_shader->get_valid_node_id(type);
int id_from = base_id;
Map<int, int> connection_remap;
Set<int> unsupported_set;
Set<int> added_set;
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for (CopyItem &item : r_items) {
if (item.disabled) {
unsupported_set.insert(item.id);
continue;
}
connection_remap[item.id] = id_from;
Ref<VisualShaderNode> node = item.node->duplicate();
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Ref<VisualShaderNodeResizableBase> resizable_base = Object::cast_to<VisualShaderNodeResizableBase>(node.ptr());
if (resizable_base.is_valid()) {
undo_redo->add_do_method(node.ptr(), "set_size", item.size);
}
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Ref<VisualShaderNodeGroupBase> group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
if (group.is_valid()) {
undo_redo->add_do_method(node.ptr(), "set_inputs", item.group_inputs);
undo_redo->add_do_method(node.ptr(), "set_outputs", item.group_outputs);
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}
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Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
if (expression.is_valid()) {
undo_redo->add_do_method(node.ptr(), "set_expression", item.expression);
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}
undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, node, item.position + p_offset, id_from);
undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_from);
added_set.insert(id_from);
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id_from++;
}
for (const VisualShader::Connection &E : p_connections) {
if (unsupported_set.has(E.from_node) || unsupported_set.has(E.to_node)) {
continue;
}
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, connection_remap[E.from_node], E.from_port, connection_remap[E.to_node], E.to_port);
undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, connection_remap[E.from_node], E.from_port, connection_remap[E.to_node], E.to_port);
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, connection_remap[E.from_node], E.from_port, connection_remap[E.to_node], E.to_port);
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}
id_from = base_id;
for (const CopyItem &item : r_items) {
if (item.disabled) {
continue;
}
undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_from);
undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_from);
id_from++;
}
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undo_redo->commit_action();
// reselect nodes by excluding the other ones
for (int i = 0; i < graph->get_child_count(); i++) {
GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
if (gn) {
int id = String(gn->get_name()).to_int();
if (added_set.has(id)) {
gn->set_selected(true);
} else {
gn->set_selected(false);
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}
}
}
}
void VisualShaderEditor::_clear_copy_buffer() {
copy_items_buffer.clear();
copy_connections_buffer.clear();
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}
void VisualShaderEditor::_duplicate_nodes() {
int type = get_current_shader_type();
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List<CopyItem> items;
List<VisualShader::Connection> connections;
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_dup_copy_nodes(type, items, connections);
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if (items.is_empty()) {
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return;
}
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_dup_paste_nodes(type, items, connections, Vector2(10, 10) * EDSCALE, true);
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}
void VisualShaderEditor::_copy_nodes(bool p_cut) {
_clear_copy_buffer();
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_dup_copy_nodes(get_current_shader_type(), copy_items_buffer, copy_connections_buffer);
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if (p_cut) {
undo_redo->create_action(TTR("Cut VisualShader Node(s)"));
List<int> ids;
for (const CopyItem &E : copy_items_buffer) {
ids.push_back(E.id);
}
_delete_nodes(get_current_shader_type(), ids);
undo_redo->commit_action();
}
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}
void VisualShaderEditor::_paste_nodes(bool p_use_custom_position, const Vector2 &p_custom_position) {
if (copy_items_buffer.is_empty()) {
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return;
}
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int type = get_current_shader_type();
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float scale = graph->get_zoom();
Vector2 mpos;
if (p_use_custom_position) {
mpos = p_custom_position;
} else {
mpos = graph->get_local_mouse_position();
}
_dup_paste_nodes(type, copy_items_buffer, copy_connections_buffer, graph->get_scroll_ofs() / scale + mpos / scale - selection_center, false);
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}
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void VisualShaderEditor::_mode_selected(int p_id) {
int offset = 0;
if (mode & MODE_FLAGS_PARTICLES) {
offset = 3;
if (p_id + offset > VisualShader::TYPE_PROCESS) {
custom_mode_box->set_visible(false);
custom_mode_enabled = false;
} else {
custom_mode_box->set_visible(true);
if (custom_mode_box->is_pressed()) {
custom_mode_enabled = true;
offset += 3;
}
}
} else if (mode & MODE_FLAGS_SKY) {
offset = 8;
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} else if (mode & MODE_FLAGS_FOG) {
offset = 9;
}
visual_shader->set_shader_type(VisualShader::Type(p_id + offset));
_update_nodes();
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_update_graph();
graph->grab_focus();
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}
void VisualShaderEditor::_custom_mode_toggled(bool p_enabled) {
if (!(mode & MODE_FLAGS_PARTICLES)) {
return;
}
custom_mode_enabled = p_enabled;
int id = edit_type->get_selected() + 3;
if (p_enabled) {
visual_shader->set_shader_type(VisualShader::Type(id + 3));
} else {
visual_shader->set_shader_type(VisualShader::Type(id));
}
_update_options_menu();
_update_graph();
}
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void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> p_input, String p_name) {
String prev_name = p_input->get_input_name();
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if (p_name == prev_name) {
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return;
}
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bool type_changed = p_input->get_input_type_by_name(p_name) != p_input->get_input_type_by_name(prev_name);
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UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
undo_redo->create_action(TTR("Visual Shader Input Type Changed"));
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undo_redo->add_do_method(p_input.ptr(), "set_input_name", p_name);
undo_redo->add_undo_method(p_input.ptr(), "set_input_name", prev_name);
// update output port
for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
VisualShader::Type type = VisualShader::Type(type_id);
int id = visual_shader->find_node_id(type, p_input);
if (id != VisualShader::NODE_ID_INVALID) {
if (type_changed) {
List<VisualShader::Connection> conns;
visual_shader->get_node_connections(type, &conns);
for (const VisualShader::Connection &E : conns) {
if (E.from_node == id) {
if (visual_shader->is_port_types_compatible(p_input->get_input_type_by_name(p_name), visual_shader->get_node(type, E.to_node)->get_input_port_type(E.to_port))) {
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
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continue;
}
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
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}
}
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}
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undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
break;
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}
}
undo_redo->commit_action();
}
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void VisualShaderEditor::_uniform_select_item(Ref<VisualShaderNodeUniformRef> p_uniform_ref, String p_name) {
String prev_name = p_uniform_ref->get_uniform_name();
if (p_name == prev_name) {
return;
}
bool type_changed = p_uniform_ref->get_uniform_type_by_name(p_name) != p_uniform_ref->get_uniform_type_by_name(prev_name);
UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
undo_redo->create_action(TTR("UniformRef Name Changed"));
undo_redo->add_do_method(p_uniform_ref.ptr(), "set_uniform_name", p_name);
undo_redo->add_undo_method(p_uniform_ref.ptr(), "set_uniform_name", prev_name);
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// update output port
for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
VisualShader::Type type = VisualShader::Type(type_id);
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int id = visual_shader->find_node_id(type, p_uniform_ref);
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if (id != VisualShader::NODE_ID_INVALID) {
if (type_changed) {
List<VisualShader::Connection> conns;
visual_shader->get_node_connections(type, &conns);
for (const VisualShader::Connection &E : conns) {
if (E.from_node == id) {
if (visual_shader->is_port_types_compatible(p_uniform_ref->get_uniform_type_by_name(p_name), visual_shader->get_node(type, E.to_node)->get_input_port_type(E.to_port))) {
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continue;
}
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
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}
}
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}
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undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
break;
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}
}
undo_redo->commit_action();
}
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void VisualShaderEditor::_varying_select_item(Ref<VisualShaderNodeVarying> p_varying, String p_name) {
String prev_name = p_varying->get_varying_name();
if (p_name == prev_name) {
return;
}
bool is_getter = Ref<VisualShaderNodeVaryingGetter>(p_varying.ptr()).is_valid();
UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
undo_redo->create_action(TTR("Varying Name Changed"));
undo_redo->add_do_method(p_varying.ptr(), "set_varying_name", p_name);
undo_redo->add_undo_method(p_varying.ptr(), "set_varying_name", prev_name);
VisualShader::VaryingType vtype = p_varying->get_varying_type_by_name(p_name);
VisualShader::VaryingType prev_vtype = p_varying->get_varying_type_by_name(prev_name);
bool type_changed = vtype != prev_vtype;
if (type_changed) {
undo_redo->add_do_method(p_varying.ptr(), "set_varying_type", vtype);
undo_redo->add_undo_method(p_varying.ptr(), "set_varying_type", prev_vtype);
}
// update ports
for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
VisualShader::Type type = VisualShader::Type(type_id);
int id = visual_shader->find_node_id(type, p_varying);
if (id != VisualShader::NODE_ID_INVALID) {
if (type_changed) {
List<VisualShader::Connection> conns;
visual_shader->get_node_connections(type, &conns);
for (const VisualShader::Connection &E : conns) {
if (is_getter) {
if (E.from_node == id) {
if (visual_shader->is_port_types_compatible(p_varying->get_varying_type_by_name(p_name), visual_shader->get_node(type, E.to_node)->get_input_port_type(E.to_port))) {
continue;
}
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
}
} else {
if (E.to_node == id) {
if (visual_shader->is_port_types_compatible(p_varying->get_varying_type_by_name(p_name), visual_shader->get_node(type, E.from_node)->get_output_port_type(E.from_port))) {
continue;
}
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
}
}
}
}
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
break;
}
}
undo_redo->commit_action();
}
void VisualShaderEditor::_float_constant_selected(int p_which) {
ERR_FAIL_INDEX(p_which, MAX_FLOAT_CONST_DEFS);
VisualShader::Type type = get_current_shader_type();
Ref<VisualShaderNodeFloatConstant> node = visual_shader->get_node(type, selected_float_constant);
ERR_FAIL_COND(!node.is_valid());
if (Math::is_equal_approx(node->get_constant(), float_constant_defs[p_which].value)) {
return; // same
}
undo_redo->create_action(vformat(TTR("Set Constant: %s"), float_constant_defs[p_which].name));
undo_redo->add_do_method(node.ptr(), "set_constant", float_constant_defs[p_which].value);
undo_redo->add_undo_method(node.ptr(), "set_constant", node->get_constant());
undo_redo->commit_action();
}
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void VisualShaderEditor::_member_filter_changed(const String &p_text) {
_update_options_menu();
}
void VisualShaderEditor::_member_selected() {
TreeItem *item = members->get_selected();
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if (item != nullptr && item->has_meta("id")) {
members_dialog->get_ok_button()->set_disabled(false);
highend_label->set_visible(add_options[item->get_meta("id")].highend);
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node_desc->set_text(_get_description(item->get_meta("id")));
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} else {
highend_label->set_visible(false);
members_dialog->get_ok_button()->set_disabled(true);
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node_desc->set_text("");
}
}
void VisualShaderEditor::_member_unselected() {
}
void VisualShaderEditor::_member_create() {
TreeItem *item = members->get_selected();
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if (item != nullptr && item->has_meta("id")) {
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int idx = members->get_selected()->get_meta("id");
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_add_node(idx, add_options[idx].ops);
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members_dialog->hide();
}
}
void VisualShaderEditor::_member_cancel() {
to_node = -1;
to_slot = -1;
from_node = -1;
from_slot = -1;
}
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void VisualShaderEditor::_update_varying_tree() {
varyings->clear();
TreeItem *root = varyings->create_item();
int count = visual_shader->get_varyings_count();
for (int i = 0; i < count; i++) {
const VisualShader::Varying *varying = visual_shader->get_varying_by_index(i);
if (varying) {
TreeItem *item = varyings->create_item(root);
item->set_text(0, varying->name);
if (i == 0) {
item->select(0);
}
switch (varying->type) {
case VisualShader::VARYING_TYPE_FLOAT:
item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")));
break;
case VisualShader::VARYING_TYPE_VECTOR_2D:
item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")));
break;
case VisualShader::VARYING_TYPE_VECTOR_3D:
item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")));
break;
case VisualShader::VARYING_TYPE_COLOR:
item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Color"), SNAME("EditorIcons")));
break;
case VisualShader::VARYING_TYPE_TRANSFORM:
item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")));
break;
default:
break;
}
}
}
varying_options->set_item_disabled(int(VaryingMenuOptions::REMOVE), count == 0);
}
void VisualShaderEditor::_varying_create() {
_add_varying(varying_name->get_text(), (VisualShader::VaryingMode)varying_mode->get_selected(), (VisualShader::VaryingType)varying_type->get_selected());
add_varying_dialog->hide();
}
void VisualShaderEditor::_varying_name_changed(const String &p_text) {
String name = p_text;
if (!name.is_valid_identifier()) {
varying_error_label->show();
varying_error_label->set_text(TTR("Invalid name for varying."));
add_varying_dialog->get_ok_button()->set_disabled(true);
return;
}
if (visual_shader->has_varying(name)) {
varying_error_label->show();
varying_error_label->set_text(TTR("Varying with that name is already exist."));
add_varying_dialog->get_ok_button()->set_disabled(true);
return;
}
if (varying_error_label->is_visible()) {
varying_error_label->hide();
add_varying_dialog->set_size(Size2(add_varying_dialog->get_size().x, 0));
}
add_varying_dialog->get_ok_button()->set_disabled(false);
}
void VisualShaderEditor::_varying_deleted() {
TreeItem *item = varyings->get_selected();
if (item != nullptr) {
_remove_varying(item->get_text(0));
remove_varying_dialog->hide();
}
}
void VisualShaderEditor::_varying_selected() {
add_varying_dialog->get_ok_button()->set_disabled(false);
}
void VisualShaderEditor::_varying_unselected() {
add_varying_dialog->get_ok_button()->set_disabled(true);
}
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void VisualShaderEditor::_tools_menu_option(int p_idx) {
TreeItem *category = members->get_root()->get_first_child();
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switch (p_idx) {
case EXPAND_ALL:
while (category) {
category->set_collapsed(false);
TreeItem *sub_category = category->get_first_child();
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while (sub_category) {
sub_category->set_collapsed(false);
sub_category = sub_category->get_next();
}
category = category->get_next();
}
break;
case COLLAPSE_ALL:
while (category) {
category->set_collapsed(true);
TreeItem *sub_category = category->get_first_child();
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while (sub_category) {
sub_category->set_collapsed(true);
sub_category = sub_category->get_next();
}
category = category->get_next();
}
break;
default:
break;
}
}
void VisualShaderEditor::_node_menu_id_pressed(int p_idx) {
switch (p_idx) {
case NodeMenuOptions::ADD:
_show_members_dialog(true);
break;
case NodeMenuOptions::CUT:
_copy_nodes(true);
break;
case NodeMenuOptions::COPY:
_copy_nodes(false);
break;
case NodeMenuOptions::PASTE:
_paste_nodes(true, menu_point);
break;
case NodeMenuOptions::DELETE:
_delete_nodes_request();
break;
case NodeMenuOptions::DUPLICATE:
_duplicate_nodes();
break;
case NodeMenuOptions::CLEAR_COPY_BUFFER:
_clear_copy_buffer();
break;
case NodeMenuOptions::CONVERT_CONSTANTS_TO_UNIFORMS:
_convert_constants_to_uniforms(false);
break;
case NodeMenuOptions::CONVERT_UNIFORMS_TO_CONSTANTS:
_convert_constants_to_uniforms(true);
break;
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case NodeMenuOptions::SET_COMMENT_TITLE:
_comment_title_popup_show(get_screen_position() + get_local_mouse_position(), selected_comment);
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break;
case NodeMenuOptions::SET_COMMENT_DESCRIPTION:
_comment_desc_popup_show(get_screen_position() + get_local_mouse_position(), selected_comment);
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break;
default:
break;
}
}
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Variant VisualShaderEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
if (p_from == members) {
TreeItem *it = members->get_item_at_position(p_point);
if (!it) {
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return Variant();
}
if (!it->has_meta("id")) {
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return Variant();
}
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int id = it->get_meta("id");
AddOption op = add_options[id];
Dictionary d;
d["id"] = id;
Label *label = memnew(Label);
label->set_text(it->get_text(0));
set_drag_preview(label);
return d;
}
return Variant();
}
bool VisualShaderEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
if (p_from == graph) {
Dictionary d = p_data;
if (d.has("id")) {
return true;
}
if (d.has("files")) {
return true;
}
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}
return false;
}
void VisualShaderEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
if (p_from == graph) {
Dictionary d = p_data;
if (d.has("id")) {
int idx = d["id"];
saved_node_pos = p_point;
saved_node_pos_dirty = true;
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_add_node(idx, add_options[idx].ops);
} else if (d.has("files")) {
undo_redo->create_action(TTR("Add Node(s) to Visual Shader"));
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if (d["files"].get_type() == Variant::PACKED_STRING_ARRAY) {
PackedStringArray arr = d["files"];
for (int i = 0; i < arr.size(); i++) {
String type = ResourceLoader::get_resource_type(arr[i]);
if (type == "GDScript") {
Ref<Script> script = ResourceLoader::load(arr[i]);
if (script->get_instance_base_type() == "VisualShaderNodeCustom") {
saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
saved_node_pos_dirty = true;
int idx = -1;
for (int j = custom_node_option_idx; j < add_options.size(); j++) {
if (add_options[j].script.is_valid()) {
if (add_options[j].script->get_path() == arr[i]) {
idx = j;
break;
}
}
}
if (idx != -1) {
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_add_node(idx, {}, arr[i], i);
}
}
} else if (type == "CurveTexture") {
saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
saved_node_pos_dirty = true;
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_add_node(curve_node_option_idx, {}, arr[i], i);
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} else if (type == "CurveXYZTexture") {
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saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
saved_node_pos_dirty = true;
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_add_node(curve_xyz_node_option_idx, {}, arr[i], i);
} else if (ClassDB::get_parent_class(type) == "Texture2D") {
saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
saved_node_pos_dirty = true;
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_add_node(texture2d_node_option_idx, {}, arr[i], i);
} else if (type == "Texture2DArray") {
saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
saved_node_pos_dirty = true;
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_add_node(texture2d_array_node_option_idx, {}, arr[i], i);
} else if (ClassDB::get_parent_class(type) == "Texture3D") {
saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
saved_node_pos_dirty = true;
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_add_node(texture3d_node_option_idx, {}, arr[i], i);
} else if (type == "Cubemap") {
saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
saved_node_pos_dirty = true;
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_add_node(cubemap_node_option_idx, {}, arr[i], i);
}
}
}
undo_redo->commit_action();
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}
}
}
void VisualShaderEditor::_show_preview_text() {
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preview_showed = !preview_showed;
if (preview_showed) {
if (preview_first) {
preview_window->set_size(Size2(400 * EDSCALE, 600 * EDSCALE));
preview_window->popup_centered();
preview_first = false;
} else {
preview_window->popup();
}
_preview_size_changed();
if (pending_update_preview) {
_update_preview();
pending_update_preview = false;
}
} else {
preview_window->hide();
}
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}
void VisualShaderEditor::_preview_close_requested() {
preview_showed = false;
preview_window->hide();
preview_shader->set_pressed(false);
}
void VisualShaderEditor::_preview_size_changed() {
preview_vbox->set_custom_minimum_size(preview_window->get_size());
}
static ShaderLanguage::DataType _get_global_variable_type(const StringName &p_variable) {
RS::GlobalVariableType gvt = RS::get_singleton()->global_variable_get_type(p_variable);
return (ShaderLanguage::DataType)RS::global_variable_type_get_shader_datatype(gvt);
}
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void VisualShaderEditor::_update_preview() {
if (!preview_showed) {
pending_update_preview = true;
return;
}
String code = visual_shader->get_code();
preview_text->set_text(code);
ShaderLanguage::ShaderCompileInfo info;
info.functions = ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(visual_shader->get_mode()));
info.render_modes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(visual_shader->get_mode()));
info.shader_types = ShaderTypes::get_singleton()->get_types();
info.global_variable_type_func = _get_global_variable_type;
ShaderLanguage sl;
Error err = sl.compile(code, info);
for (int i = 0; i < preview_text->get_line_count(); i++) {
preview_text->set_line_background_color(i, Color(0, 0, 0, 0));
}
if (err != OK) {
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Color error_line_color = EDITOR_GET("text_editor/theme/highlighting/mark_color");
preview_text->set_line_background_color(sl.get_error_line() - 1, error_line_color);
error_panel->show();
String text = "error(" + itos(sl.get_error_line()) + "): " + sl.get_error_text();
error_label->set_text(text);
shader_error = true;
} else {
error_panel->hide();
shader_error = false;
}
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}
void VisualShaderEditor::_visibility_changed() {
if (!is_visible()) {
if (preview_window->is_visible()) {
preview_shader->set_pressed(false);
preview_window->hide();
preview_showed = false;
}
}
}
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void VisualShaderEditor::_bind_methods() {
ClassDB::bind_method("_update_nodes", &VisualShaderEditor::_update_nodes);
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ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph);
ClassDB::bind_method("_add_node", &VisualShaderEditor::_add_node);
ClassDB::bind_method("_node_changed", &VisualShaderEditor::_node_changed);
ClassDB::bind_method("_input_select_item", &VisualShaderEditor::_input_select_item);
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ClassDB::bind_method("_uniform_select_item", &VisualShaderEditor::_uniform_select_item);
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ClassDB::bind_method("_varying_select_item", &VisualShaderEditor::_varying_select_item);
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ClassDB::bind_method("_set_node_size", &VisualShaderEditor::_set_node_size);
ClassDB::bind_method("_clear_copy_buffer", &VisualShaderEditor::_clear_copy_buffer);
ClassDB::bind_method("_update_uniforms", &VisualShaderEditor::_update_uniforms);
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ClassDB::bind_method("_update_varyings", &VisualShaderEditor::_update_varyings);
ClassDB::bind_method("_update_varying_tree", &VisualShaderEditor::_update_varying_tree);
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ClassDB::bind_method("_set_mode", &VisualShaderEditor::_set_mode);
ClassDB::bind_method("_nodes_dragged", &VisualShaderEditor::_nodes_dragged);
ClassDB::bind_method("_float_constant_selected", &VisualShaderEditor::_float_constant_selected);
ClassDB::bind_method("_update_constant", &VisualShaderEditor::_update_constant);
ClassDB::bind_method("_update_uniform", &VisualShaderEditor::_update_uniform);
ClassDB::bind_method("_expand_output_port", &VisualShaderEditor::_expand_output_port);
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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);
ClassDB::bind_method(D_METHOD("_drop_data_fw"), &VisualShaderEditor::drop_data_fw);
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ClassDB::bind_method("_is_available", &VisualShaderEditor::_is_available);
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}
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VisualShaderEditor *VisualShaderEditor::singleton = nullptr;
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VisualShaderEditor::VisualShaderEditor() {
singleton = this;
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ShaderLanguage::get_keyword_list(&keyword_list);
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graph = memnew(GraphEdit);
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graph->get_zoom_hbox()->set_h_size_flags(SIZE_EXPAND_FILL);
graph->set_v_size_flags(SIZE_EXPAND_FILL);
graph->set_h_size_flags(SIZE_EXPAND_FILL);
add_child(graph);
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graph->set_drag_forwarding(this);
float graph_minimap_opacity = EditorSettings::get_singleton()->get("editors/visual_editors/minimap_opacity");
graph->set_minimap_opacity(graph_minimap_opacity);
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graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR);
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR_INT);
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graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_BOOLEAN);
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_2D);
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_3D);
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graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_TRANSFORM);
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graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SAMPLER);
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//graph->add_valid_left_disconnect_type(0);
graph->set_v_size_flags(SIZE_EXPAND_FILL);
graph->connect("connection_request", callable_mp(this, &VisualShaderEditor::_connection_request), varray(), CONNECT_DEFERRED);
graph->connect("disconnection_request", callable_mp(this, &VisualShaderEditor::_disconnection_request), varray(), CONNECT_DEFERRED);
graph->connect("node_selected", callable_mp(this, &VisualShaderEditor::_node_selected));
graph->connect("scroll_offset_changed", callable_mp(this, &VisualShaderEditor::_scroll_changed));
graph->connect("duplicate_nodes_request", callable_mp(this, &VisualShaderEditor::_duplicate_nodes));
graph->connect("copy_nodes_request", callable_mp(this, &VisualShaderEditor::_copy_nodes), varray(false));
graph->connect("paste_nodes_request", callable_mp(this, &VisualShaderEditor::_paste_nodes), varray(false, Point2()));
graph->connect("delete_nodes_request", callable_mp(this, &VisualShaderEditor::_delete_nodes_request));
graph->connect("gui_input", callable_mp(this, &VisualShaderEditor::_graph_gui_input));
graph->connect("connection_to_empty", callable_mp(this, &VisualShaderEditor::_connection_to_empty));
graph->connect("connection_from_empty", callable_mp(this, &VisualShaderEditor::_connection_from_empty));
graph->connect("visibility_changed", callable_mp(this, &VisualShaderEditor::_visibility_changed));
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graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR_INT);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_2D);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_3D);
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graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_BOOLEAN);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR_INT);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_2D);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_3D);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_BOOLEAN);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_BOOLEAN);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_BOOLEAN);
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graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR_INT);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_2D);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_3D);
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graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_BOOLEAN);
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graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShaderNode::PORT_TYPE_TRANSFORM);
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graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SAMPLER, VisualShaderNode::PORT_TYPE_SAMPLER);
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VSeparator *vs = memnew(VSeparator);
graph->get_zoom_hbox()->add_child(vs);
graph->get_zoom_hbox()->move_child(vs, 0);
custom_mode_box = memnew(CheckBox);
custom_mode_box->set_text(TTR("Custom"));
custom_mode_box->set_pressed(false);
custom_mode_box->set_visible(false);
custom_mode_box->connect("toggled", callable_mp(this, &VisualShaderEditor::_custom_mode_toggled));
edit_type_standard = memnew(OptionButton);
edit_type_standard->add_item(TTR("Vertex"));
edit_type_standard->add_item(TTR("Fragment"));
edit_type_standard->add_item(TTR("Light"));
edit_type_standard->select(1);
edit_type_standard->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
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edit_type_particles = memnew(OptionButton);
edit_type_particles->add_item(TTR("Start"));
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edit_type_particles->add_item(TTR("Process"));
edit_type_particles->add_item(TTR("Collide"));
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edit_type_particles->select(0);
edit_type_particles->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
edit_type_sky = memnew(OptionButton);
edit_type_sky->add_item(TTR("Sky"));
edit_type_sky->select(0);
edit_type_sky->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
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edit_type_fog = memnew(OptionButton);
edit_type_fog->add_item(TTR("Fog"));
edit_type_fog->select(0);
edit_type_fog->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
edit_type = edit_type_standard;
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graph->get_zoom_hbox()->add_child(custom_mode_box);
graph->get_zoom_hbox()->move_child(custom_mode_box, 0);
graph->get_zoom_hbox()->add_child(edit_type_standard);
graph->get_zoom_hbox()->move_child(edit_type_standard, 0);
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graph->get_zoom_hbox()->add_child(edit_type_particles);
graph->get_zoom_hbox()->move_child(edit_type_particles, 0);
graph->get_zoom_hbox()->add_child(edit_type_sky);
graph->get_zoom_hbox()->move_child(edit_type_sky, 0);
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graph->get_zoom_hbox()->add_child(edit_type_fog);
graph->get_zoom_hbox()->move_child(edit_type_fog, 0);
2018-07-14 18:15:42 -03:00
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add_node = memnew(Button);
add_node->set_flat(true);
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add_node->set_text(TTR("Add Node..."));
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graph->get_zoom_hbox()->add_child(add_node);
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graph->get_zoom_hbox()->move_child(add_node, 0);
add_node->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_members_dialog), varray(false, VisualShaderNode::PORT_TYPE_MAX, VisualShaderNode::PORT_TYPE_MAX));
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varying_button = memnew(Button);
varying_button->set_flat(true);
varying_button->set_text(TTR("Manage Varyings"));
graph->get_zoom_hbox()->add_child(varying_button);
varying_button->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_varying_menu));
varying_options = memnew(PopupMenu);
add_child(varying_options);
varying_options->add_item(TTR("Add Varying"), int(VaryingMenuOptions::ADD));
varying_options->add_item(TTR("Remove Varying"), int(VaryingMenuOptions::REMOVE));
varying_options->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_varying_menu_id_pressed));
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preview_shader = memnew(Button);
preview_shader->set_flat(true);
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preview_shader->set_toggle_mode(true);
preview_shader->set_tooltip(TTR("Show generated shader code."));
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graph->get_zoom_hbox()->add_child(preview_shader);
preview_shader->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_preview_text));
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///////////////////////////////////////
// PREVIEW WINDOW
2019-08-18 12:29:22 +03:00
///////////////////////////////////////
preview_window = memnew(Window);
preview_window->set_title(TTR("Generated shader code"));
preview_window->set_visible(preview_showed);
preview_window->connect("close_requested", callable_mp(this, &VisualShaderEditor::_preview_close_requested));
preview_window->connect("size_changed", callable_mp(this, &VisualShaderEditor::_preview_size_changed));
add_child(preview_window);
preview_vbox = memnew(VBoxContainer);
preview_window->add_child(preview_vbox);
preview_vbox->add_theme_constant_override("separation", 0);
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preview_text = memnew(CodeEdit);
syntax_highlighter.instantiate();
preview_vbox->add_child(preview_text);
preview_text->set_v_size_flags(Control::SIZE_EXPAND_FILL);
preview_text->set_syntax_highlighter(syntax_highlighter);
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preview_text->set_draw_line_numbers(true);
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preview_text->set_editable(false);
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error_panel = memnew(PanelContainer);
preview_vbox->add_child(error_panel);
error_panel->set_visible(false);
error_label = memnew(Label);
error_panel->add_child(error_label);
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error_label->set_autowrap_mode(Label::AUTOWRAP_WORD_SMART);
///////////////////////////////////////
// POPUP MENU
///////////////////////////////////////
popup_menu = memnew(PopupMenu);
add_child(popup_menu);
popup_menu->add_item(TTR("Add Node"), NodeMenuOptions::ADD);
popup_menu->add_separator();
popup_menu->add_item(TTR("Cut"), NodeMenuOptions::CUT);
popup_menu->add_item(TTR("Copy"), NodeMenuOptions::COPY);
popup_menu->add_item(TTR("Paste"), NodeMenuOptions::PASTE);
popup_menu->add_item(TTR("Delete"), NodeMenuOptions::DELETE);
popup_menu->add_item(TTR("Duplicate"), NodeMenuOptions::DUPLICATE);
popup_menu->add_item(TTR("Clear Copy Buffer"), NodeMenuOptions::CLEAR_COPY_BUFFER);
popup_menu->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_node_menu_id_pressed));
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///////////////////////////////////////
// SHADER NODES TREE
///////////////////////////////////////
VBoxContainer *members_vb = memnew(VBoxContainer);
members_vb->set_v_size_flags(SIZE_EXPAND_FILL);
HBoxContainer *filter_hb = memnew(HBoxContainer);
members_vb->add_child(filter_hb);
node_filter = memnew(LineEdit);
filter_hb->add_child(node_filter);
node_filter->connect("text_changed", callable_mp(this, &VisualShaderEditor::_member_filter_changed));
node_filter->connect("gui_input", callable_mp(this, &VisualShaderEditor::_sbox_input));
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node_filter->set_h_size_flags(SIZE_EXPAND_FILL);
node_filter->set_placeholder(TTR("Search"));
tools = memnew(MenuButton);
filter_hb->add_child(tools);
tools->set_tooltip(TTR("Options"));
tools->get_popup()->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_tools_menu_option));
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tools->get_popup()->add_item(TTR("Expand All"), EXPAND_ALL);
tools->get_popup()->add_item(TTR("Collapse All"), COLLAPSE_ALL);
members = memnew(Tree);
members_vb->add_child(members);
members->set_drag_forwarding(this);
members->set_h_size_flags(SIZE_EXPAND_FILL);
members->set_v_size_flags(SIZE_EXPAND_FILL);
members->set_hide_root(true);
members->set_allow_reselect(true);
members->set_hide_folding(false);
members->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
members->connect("item_activated", callable_mp(this, &VisualShaderEditor::_member_create));
members->connect("item_selected", callable_mp(this, &VisualShaderEditor::_member_selected));
members->connect("nothing_selected", callable_mp(this, &VisualShaderEditor::_member_unselected));
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HBoxContainer *desc_hbox = memnew(HBoxContainer);
members_vb->add_child(desc_hbox);
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Label *desc_label = memnew(Label);
desc_hbox->add_child(desc_label);
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desc_label->set_text(TTR("Description:"));
desc_hbox->add_spacer();
highend_label = memnew(Label);
desc_hbox->add_child(highend_label);
highend_label->set_visible(false);
highend_label->set_text("Vulkan");
highend_label->set_mouse_filter(Control::MOUSE_FILTER_STOP);
highend_label->set_tooltip(TTR("High-end node"));
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node_desc = memnew(RichTextLabel);
members_vb->add_child(node_desc);
node_desc->set_h_size_flags(SIZE_EXPAND_FILL);
node_desc->set_v_size_flags(SIZE_FILL);
node_desc->set_custom_minimum_size(Size2(0, 70 * EDSCALE));
members_dialog = memnew(ConfirmationDialog);
members_dialog->set_title(TTR("Create Shader Node"));
members_dialog->set_exclusive(false);
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members_dialog->add_child(members_vb);
members_dialog->get_ok_button()->set_text(TTR("Create"));
members_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_member_create));
members_dialog->get_ok_button()->set_disabled(true);
members_dialog->connect("cancelled", callable_mp(this, &VisualShaderEditor::_member_cancel));
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add_child(members_dialog);
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// add varyings dialog
{
add_varying_dialog = memnew(ConfirmationDialog);
add_varying_dialog->set_title(TTR("Create Shader Varying"));
add_varying_dialog->set_exclusive(false);
add_varying_dialog->get_ok_button()->set_text(TTR("Create"));
add_varying_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_varying_create));
add_varying_dialog->get_ok_button()->set_disabled(true);
add_child(add_varying_dialog);
VBoxContainer *vb = memnew(VBoxContainer);
add_varying_dialog->add_child(vb);
HBoxContainer *hb = memnew(HBoxContainer);
vb->add_child(hb);
hb->set_h_size_flags(SIZE_EXPAND_FILL);
varying_type = memnew(OptionButton);
hb->add_child(varying_type);
varying_type->add_item("Float");
varying_type->add_item("Vector2");
varying_type->add_item("Vector3");
varying_type->add_item("Color");
varying_type->add_item("Transform");
varying_name = memnew(LineEdit);
hb->add_child(varying_name);
varying_name->set_custom_minimum_size(Size2(150 * EDSCALE, 0));
varying_name->set_h_size_flags(SIZE_EXPAND_FILL);
varying_name->connect("text_changed", callable_mp(this, &VisualShaderEditor::_varying_name_changed));
varying_mode = memnew(OptionButton);
hb->add_child(varying_mode);
varying_mode->add_item("Vertex -> [Fragment, Light]");
varying_mode->add_item("Fragment -> Light");
varying_error_label = memnew(Label);
vb->add_child(varying_error_label);
varying_error_label->set_h_size_flags(SIZE_EXPAND_FILL);
varying_error_label->hide();
}
// remove varying dialog
{
remove_varying_dialog = memnew(ConfirmationDialog);
remove_varying_dialog->set_title(TTR("Delete Shader Varying"));
remove_varying_dialog->set_exclusive(false);
remove_varying_dialog->get_ok_button()->set_text(TTR("Delete"));
remove_varying_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_varying_deleted));
add_child(remove_varying_dialog);
VBoxContainer *vb = memnew(VBoxContainer);
remove_varying_dialog->add_child(vb);
varyings = memnew(Tree);
vb->add_child(varyings);
varyings->set_h_size_flags(SIZE_EXPAND_FILL);
varyings->set_v_size_flags(SIZE_EXPAND_FILL);
varyings->set_hide_root(true);
varyings->set_allow_reselect(true);
varyings->set_hide_folding(false);
varyings->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
varyings->connect("item_activated", callable_mp(this, &VisualShaderEditor::_varying_deleted));
varyings->connect("item_selected", callable_mp(this, &VisualShaderEditor::_varying_selected));
varyings->connect("nothing_selected", callable_mp(this, &VisualShaderEditor::_varying_unselected));
}
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alert = memnew(AcceptDialog);
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alert->get_label()->set_autowrap_mode(Label::AUTOWRAP_WORD);
alert->get_label()->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
alert->get_label()->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
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alert->get_label()->set_custom_minimum_size(Size2(400, 60) * EDSCALE);
add_child(alert);
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comment_title_change_popup = memnew(PopupPanel);
comment_title_change_edit = memnew(LineEdit);
comment_title_change_edit->set_expand_to_text_length_enabled(true);
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comment_title_change_edit->connect("text_changed", callable_mp(this, &VisualShaderEditor::_comment_title_text_changed));
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comment_title_change_edit->connect("text_submitted", callable_mp(this, &VisualShaderEditor::_comment_title_text_submitted));
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comment_title_change_popup->add_child(comment_title_change_edit);
comment_title_change_edit->reset_size();
comment_title_change_popup->reset_size();
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comment_title_change_popup->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_comment_title_popup_focus_out));
comment_title_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_comment_title_popup_hide));
add_child(comment_title_change_popup);
comment_desc_change_popup = memnew(PopupPanel);
VBoxContainer *comment_desc_vbox = memnew(VBoxContainer);
comment_desc_change_popup->add_child(comment_desc_vbox);
comment_desc_change_edit = memnew(TextEdit);
comment_desc_change_edit->connect("text_changed", callable_mp(this, &VisualShaderEditor::_comment_desc_text_changed));
comment_desc_vbox->add_child(comment_desc_change_edit);
comment_desc_change_edit->set_custom_minimum_size(Size2(300 * EDSCALE, 150 * EDSCALE));
comment_desc_change_edit->reset_size();
comment_desc_change_popup->reset_size();
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comment_desc_change_popup->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_comment_desc_confirm));
comment_desc_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_comment_desc_popup_hide));
Button *comment_desc_confirm_button = memnew(Button);
comment_desc_confirm_button->set_text(TTR("OK"));
comment_desc_vbox->add_child(comment_desc_confirm_button);
comment_desc_confirm_button->connect("pressed", callable_mp(this, &VisualShaderEditor::_comment_desc_confirm));
add_child(comment_desc_change_popup);
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///////////////////////////////////////
// SHADER NODES TREE OPTIONS
///////////////////////////////////////
// COLOR
add_options.push_back(AddOption("ColorFunc", "Color", "Common", "VisualShaderNodeColorFunc", TTR("Color function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("ColorOp", "Color", "Common", "VisualShaderNodeColorOp", TTR("Color operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Grayscale", "Color", "Functions", "VisualShaderNodeColorFunc", TTR("Grayscale function."), { VisualShaderNodeColorFunc::FUNC_GRAYSCALE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("HSV2RGB", "Color", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts HSV vector to RGB equivalent."), { VisualShaderNodeVectorFunc::FUNC_HSV2RGB, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("RGB2HSV", "Color", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts RGB vector to HSV equivalent."), { VisualShaderNodeVectorFunc::FUNC_RGB2HSV, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Sepia", "Color", "Functions", "VisualShaderNodeColorFunc", TTR("Sepia function."), { VisualShaderNodeColorFunc::FUNC_SEPIA }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Burn", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Burn operator."), { VisualShaderNodeColorOp::OP_BURN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Darken", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Darken operator."), { VisualShaderNodeColorOp::OP_DARKEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Difference", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Difference operator."), { VisualShaderNodeColorOp::OP_DIFFERENCE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Dodge", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Dodge operator."), { VisualShaderNodeColorOp::OP_DODGE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("HardLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("HardLight operator."), { VisualShaderNodeColorOp::OP_HARD_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Lighten", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Lighten operator."), { VisualShaderNodeColorOp::OP_LIGHTEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Overlay", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Overlay operator."), { VisualShaderNodeColorOp::OP_OVERLAY }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Screen", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Screen operator."), { VisualShaderNodeColorOp::OP_SCREEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("SoftLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("SoftLight operator."), { VisualShaderNodeColorOp::OP_SOFT_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("ColorConstant", "Color", "Variables", "VisualShaderNodeColorConstant", TTR("Color constant.")));
add_options.push_back(AddOption("ColorUniform", "Color", "Variables", "VisualShaderNodeColorUniform", TTR("Color uniform.")));
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// COMMON
add_options.push_back(AddOption("DerivativeFunc", "Common", "", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) Derivative function."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
// CONDITIONAL
const String &compare_func_desc = TTR("Returns the boolean result of the %s comparison between two parameters.");
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add_options.push_back(AddOption("Equal", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Equal (==)")), { VisualShaderNodeCompare::FUNC_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN));
add_options.push_back(AddOption("GreaterThan", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Greater Than (>)")), { VisualShaderNodeCompare::FUNC_GREATER_THAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
add_options.push_back(AddOption("GreaterThanEqual", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Greater Than or Equal (>=)")), { VisualShaderNodeCompare::FUNC_GREATER_THAN_EQUAL }, 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."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("IsInf", "Conditional", "Functions", "VisualShaderNodeIs", TTR("Returns the boolean result of the comparison between INF and a scalar parameter."), { VisualShaderNodeIs::FUNC_IS_INF }, VisualShaderNode::PORT_TYPE_BOOLEAN));
add_options.push_back(AddOption("IsNaN", "Conditional", "Functions", "VisualShaderNodeIs", TTR("Returns the boolean result of the comparison between NaN and a scalar parameter."), { VisualShaderNodeIs::FUNC_IS_NAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
add_options.push_back(AddOption("LessThan", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Less Than (<)")), { VisualShaderNodeCompare::FUNC_LESS_THAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
add_options.push_back(AddOption("LessThanEqual", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Less Than or Equal (<=)")), { VisualShaderNodeCompare::FUNC_LESS_THAN_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN));
add_options.push_back(AddOption("NotEqual", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Not Equal (!=)")), { VisualShaderNodeCompare::FUNC_NOT_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN));
add_options.push_back(AddOption("Switch", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated 3D vector if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Switch2D", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated 2D vector if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("SwitchBool", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated boolean if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_BOOLEAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
add_options.push_back(AddOption("SwitchFloat", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated floating-point scalar if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_FLOAT }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("SwitchInt", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated integer scalar if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_INT }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
add_options.push_back(AddOption("SwitchTransform", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated transform if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_TRANSFORM }, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("Compare", "Conditional", "Common", "VisualShaderNodeCompare", TTR("Returns the boolean result of the comparison between two parameters."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
add_options.push_back(AddOption("Is", "Conditional", "Common", "VisualShaderNodeIs", TTR("Returns the boolean result of the comparison between INF (or NaN) and a scalar parameter."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
add_options.push_back(AddOption("BooleanConstant", "Conditional", "Variables", "VisualShaderNodeBooleanConstant", TTR("Boolean constant."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
add_options.push_back(AddOption("BooleanUniform", "Conditional", "Variables", "VisualShaderNodeBooleanUniform", TTR("Boolean uniform."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
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// INPUT
const String input_param_shader_modes = TTR("'%s' input parameter for all shader modes.");
// NODE3D-FOR-ALL
add_options.push_back(AddOption("InvProjectionMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_projection_matrix"), { "inv_projection_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("InvViewMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_view_matrix"), { "inv_view_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("ModelMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "model_matrix"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Normal", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "normal"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("OutputIsSRGB", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "output_is_srgb"), { "output_is_srgb" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("ProjectionMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "projection_matrix"), { "projection_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv"), { "uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("UV2", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv2"), { "uv2" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("ViewMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "view_matrix"), { "view_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("ViewportSize", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "viewport_size"), { "viewport_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
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// CANVASITEM-FOR-ALL
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add_options.push_back(AddOption("Alpha", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "alpha"), { "alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("TexturePixelSize", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "texture_pixel_size"), { "texture_pixel_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv"), { "uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_CANVAS_ITEM));
// PARTICLES-FOR-ALL
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add_options.push_back(AddOption("Active", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "active"), { "active" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Alpha", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "alpha"), { "alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("AttractorForce", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "attractor_force"), { "attractor_force" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Custom", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom"), { "custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("CustomAlpha", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom_alpha"), { "custom_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Delta", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "delta"), { "delta" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("EmissionTransform", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "emission_transform"), { "emission_transform" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Index", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "index"), { "index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, -1, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("LifeTime", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "lifetime"), { "lifetime" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Restart", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "restart"), { "restart" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Transform", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "transform"), { "transform" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Velocity", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "velocity"), { "velocity" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
/////////////////
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add_options.push_back(AddOption("Input", "Input", "Common", "VisualShaderNodeInput", TTR("Input parameter.")));
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const String input_param_for_vertex_and_fragment_shader_modes = TTR("'%s' input parameter for vertex and fragment shader modes.");
const String input_param_for_fragment_and_light_shader_modes = TTR("'%s' input parameter for fragment and light shader modes.");
const String input_param_for_fragment_shader_mode = TTR("'%s' input parameter for fragment shader mode.");
const String input_param_for_sky_shader_mode = TTR("'%s' input parameter for sky shader mode.");
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const String input_param_for_fog_shader_mode = TTR("'%s' input parameter for fog shader mode.");
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const String input_param_for_light_shader_mode = TTR("'%s' input parameter for light shader mode.");
const String input_param_for_vertex_shader_mode = TTR("'%s' input parameter for vertex shader mode.");
const String input_param_for_start_shader_mode = TTR("'%s' input parameter for start shader mode.");
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const String input_param_for_process_shader_mode = TTR("'%s' input parameter for process shader mode.");
const String input_param_for_collide_shader_mode = TTR("'%s' input parameter for collide shader mode.");
const String input_param_for_start_and_process_shader_mode = TTR("'%s' input parameter for start and process shader modes.");
const String input_param_for_process_and_collide_shader_mode = TTR("'%s' input parameter for process and collide shader modes.");
const String input_param_for_vertex_and_fragment_shader_mode = TTR("'%s' input parameter for vertex and fragment shader modes.");
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// NODE3D INPUTS
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add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "alpha"), { "alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Binormal", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal"), { "binormal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("InstanceId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("InstanceCustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom_alpha"), { "instance_custom_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("ModelViewMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "modelview_matrix"), { "modelview_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "tangent"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("VertexId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex_id"), { "vertex_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("ViewIndex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_index"), { "view_index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("ViewMonoLeft", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_mono_left"), { "view_mono_left" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("ViewRight", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_right"), { "view_right" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Alpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "alpha"), { "alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Binormal", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal"), { "binormal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("DepthTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "depth_texture"), { "depth_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("FrontFacing", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "front_facing"), { "front_facing" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "point_coord"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("ScreenTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture"), { "screen_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_uv"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Tangent", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "tangent"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("View", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view"), { "view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("ViewIndex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_index"), { "view_index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("ViewMonoLeft", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_mono_left"), { "view_mono_left" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("ViewRight", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_right"), { "view_right" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Albedo", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "albedo"), { "albedo" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Attenuation", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "attenuation"), { "attenuation" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Backlight", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "backlight"), { "backlight" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Diffuse", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "diffuse"), { "diffuse" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Metallic", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "metallic"), { "metallic" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Roughness", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "roughness"), { "roughness" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("ShadowAttenuation", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow_attenuation"), { "shadow_attenuation" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Specular", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "specular"), { "specular" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("View", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view"), { "view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
// CANVASITEM INPUTS
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add_options.push_back(AddOption("AtLightPass", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("CanvasMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "canvas_matrix"), { "canvas_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("InstanceCustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom_alpha"), { "instance_custom_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("InstanceId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("ModelMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "model_matrix"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("ScreenMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "screen_matrix"), { "screen_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("VertexId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex_id"), { "vertex_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("AtLightPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("NormalTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "normal_texture"), { "normal_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("ScreenPixelSize", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_pixel_size"), { "screen_pixel_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("ScreenTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture"), { "screen_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("SpecularShininess", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("SpecularShininessAlpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess_alpha"), { "specular_shininess_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("SpecularShininessTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "specular_shininess_texture"), { "specular_shininess_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("Texture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture"), { "texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("LightAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_alpha"), { "light_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("LightColorAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color_alpha"), { "light_color_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("LightPosition", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_position"), { "light_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("LightVertex", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "light_vertex"), { "light_vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("Normal", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "normal"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("PointCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("ScreenUV", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("Shadow", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow"), { "shadow" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("ShadowAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow_alpha"), { "shadow_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("SpecularShininess", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("SpecularShininessAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess_alpha"), { "specular_shininess_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("Texture", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture"), { "texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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// SKY INPUTS
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add_options.push_back(AddOption("AtCubeMapPass", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_cubemap_pass"), { "at_cubemap_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
add_options.push_back(AddOption("AtHalfResPass", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_half_res_pass"), { "at_half_res_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
add_options.push_back(AddOption("AtQuarterResPass", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_quarter_res_pass"), { "at_quarter_res_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
add_options.push_back(AddOption("EyeDir", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "eyedir"), { "eyedir" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
add_options.push_back(AddOption("HalfResColor", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "half_res_color"), { "half_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("HalfResAlpha", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "half_res_alpha"), { "half_res_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
add_options.push_back(AddOption("Light0Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_color"), { "light0_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
add_options.push_back(AddOption("Light0Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_direction"), { "light0_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("Light0Enabled", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_enabled"), { "light0_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
add_options.push_back(AddOption("Light0Energy", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_energy"), { "light0_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
add_options.push_back(AddOption("Light1Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_color"), { "light1_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
add_options.push_back(AddOption("Light1Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_direction"), { "light1_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("Light1Enabled", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_enabled"), { "light1_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
add_options.push_back(AddOption("Light1Energy", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_energy"), { "light1_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
add_options.push_back(AddOption("Light2Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_color"), { "light2_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
add_options.push_back(AddOption("Light2Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_direction"), { "light2_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("Light2Enabled", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_enabled"), { "light2_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
add_options.push_back(AddOption("Light2Energy", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_energy"), { "light2_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
add_options.push_back(AddOption("Light3Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_color"), { "light3_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
add_options.push_back(AddOption("Light3Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_direction"), { "light3_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("Light3Enabled", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_enabled"), { "light3_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
add_options.push_back(AddOption("Light3Energy", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_energy"), { "light3_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
add_options.push_back(AddOption("Position", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "position"), { "position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
add_options.push_back(AddOption("QuarterResColor", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "quarter_res_color"), { "quarter_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("QuarterResAlpha", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "quarter_res_alpha"), { "quarter_res_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
add_options.push_back(AddOption("Radiance", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "radiance"), { "radiance" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_SKY, Shader::MODE_SKY));
add_options.push_back(AddOption("ScreenUV", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "screen_uv"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
add_options.push_back(AddOption("SkyCoords", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "sky_coords"), { "sky_coords" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("Time", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "time"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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// FOG INPUTS
add_options.push_back(AddOption("WorldPosition", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "world_position"), { "world_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
add_options.push_back(AddOption("ObjectPosition", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "object_position"), { "object_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
add_options.push_back(AddOption("UVW", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "uvw"), { "uvw" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
add_options.push_back(AddOption("Extents", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "extents"), { "extents" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
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add_options.push_back(AddOption("SDF", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "sdf"), { "sdf" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FOG, Shader::MODE_FOG));
add_options.push_back(AddOption("Time", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "time"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FOG, Shader::MODE_FOG));
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// PARTICLES INPUTS
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add_options.push_back(AddOption("CollisionDepth", "Input", "Collide", "VisualShaderNodeInput", vformat(input_param_for_collide_shader_mode, "collision_depth"), { "collision_depth" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("CollisionNormal", "Input", "Collide", "VisualShaderNodeInput", vformat(input_param_for_collide_shader_mode, "collision_normal"), { "collision_normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
// PARTICLES
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add_options.push_back(AddOption("EmitParticle", "Particles", "", "VisualShaderNodeParticleEmit", "", {}, -1, TYPE_FLAGS_PROCESS | TYPE_FLAGS_PROCESS_CUSTOM | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("ParticleAccelerator", "Particles", "", "VisualShaderNodeParticleAccelerator", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("ParticleRandomness", "Particles", "", "VisualShaderNodeParticleRandomness", "", {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT | TYPE_FLAGS_PROCESS | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("MultiplyByAxisAngle", "Particles", "Transform", "VisualShaderNodeParticleMultiplyByAxisAngle", TTR("A node for help to multiply a position input vector by rotation using specific axis. Intended to work with emitters."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT | TYPE_FLAGS_PROCESS | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("BoxEmitter", "Particles", "Emitters", "VisualShaderNodeParticleBoxEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("MeshEmitter", "Particles", "Emitters", "VisualShaderNodeParticleMeshEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("RingEmitter", "Particles", "Emitters", "VisualShaderNodeParticleRingEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("SphereEmitter", "Particles", "Emitters", "VisualShaderNodeParticleSphereEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("ConeVelocity", "Particles", "Velocity", "VisualShaderNodeParticleConeVelocity", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
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// SCALAR
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add_options.push_back(AddOption("FloatFunc", "Scalar", "Common", "VisualShaderNodeFloatFunc", TTR("Float function."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("FloatOp", "Scalar", "Common", "VisualShaderNodeFloatOp", TTR("Float operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("IntFunc", "Scalar", "Common", "VisualShaderNodeIntFunc", TTR("Integer function."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
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add_options.push_back(AddOption("IntOp", "Scalar", "Common", "VisualShaderNodeIntOp", TTR("Integer operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
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// CONSTANTS
for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
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add_options.push_back(AddOption(float_constant_defs[i].name, "Scalar", "Constants", "VisualShaderNodeFloatConstant", float_constant_defs[i].desc, { float_constant_defs[i].value }, VisualShaderNode::PORT_TYPE_SCALAR));
}
// FUNCTIONS
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add_options.push_back(AddOption("Abs", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ABS }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Abs", "Scalar", "Functions", "VisualShaderNodeIntFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeIntFunc::FUNC_ABS }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
add_options.push_back(AddOption("ACos", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ACOS }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("ACosH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ACOSH }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("ASin", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ASIN }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("ASinH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ASINH }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("ATan", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ATAN }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("ATan2", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeFloatOp::OP_ATAN2 }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("ATanH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ATANH }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("BitwiseNOT", "Scalar", "Functions", "VisualShaderNodeIntFunc", TTR("Returns the result of bitwise NOT (~a) operation on the integer."), { VisualShaderNodeIntFunc::FUNC_BITWISE_NOT }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
add_options.push_back(AddOption("Ceil", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), { VisualShaderNodeFloatFunc::FUNC_CEIL }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Clamp", "Scalar", "Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_FLOAT }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Clamp", "Scalar", "Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_INT }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
add_options.push_back(AddOption("Cos", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COS }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("CosH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COSH }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Degrees", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeFloatFunc::FUNC_DEGREES }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("DFdX", "Scalar", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Derivative in 'x' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_X, VisualShaderNodeDerivativeFunc::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
add_options.push_back(AddOption("DFdY", "Scalar", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Derivative in 'y' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_Y, VisualShaderNodeDerivativeFunc::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
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add_options.push_back(AddOption("Exp", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-e Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Exp2", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP2 }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Floor", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer less than or equal to the parameter."), { VisualShaderNodeFloatFunc::FUNC_FLOOR }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Fract", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeFloatFunc::FUNC_FRAC }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("InverseSqrt", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the inverse of the square root of the parameter."), { VisualShaderNodeFloatFunc::FUNC_INVERSE_SQRT }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Log", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Natural logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Log2", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG2 }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Max", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the greater of two values."), { VisualShaderNodeFloatOp::OP_MAX }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Min", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the lesser of two values."), { VisualShaderNodeFloatOp::OP_MIN }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Mix", "Scalar", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two scalars."), { VisualShaderNodeMix::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("MultiplyAdd", "Scalar", "Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on scalars."), { VisualShaderNodeMultiplyAdd::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Negate", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Negate", "Scalar", "Functions", "VisualShaderNodeIntFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeIntFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
add_options.push_back(AddOption("OneMinus", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("1.0 - scalar"), { VisualShaderNodeFloatFunc::FUNC_ONEMINUS }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Pow", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the value of the first parameter raised to the power of the second."), { VisualShaderNodeFloatOp::OP_POW }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Radians", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeFloatFunc::FUNC_RADIANS }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Reciprocal", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("1.0 / scalar"), { VisualShaderNodeFloatFunc::FUNC_RECIPROCAL }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Round", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUND }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("RoundEven", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest even integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUNDEVEN }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Saturate", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Clamps the value between 0.0 and 1.0."), { VisualShaderNodeFloatFunc::FUNC_SATURATE }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Sign", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Sign", "Scalar", "Functions", "VisualShaderNodeIntFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeIntFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
add_options.push_back(AddOption("Sin", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIN }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("SinH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SINH }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Sqrt", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SQRT }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("SmoothStep", "Scalar", "Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Step", "Scalar", "Functions", "VisualShaderNodeStep", TTR("Step function( scalar(edge), scalar(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Sum", "Scalar", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'."), { VisualShaderNodeDerivativeFunc::FUNC_SUM, VisualShaderNodeDerivativeFunc::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
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add_options.push_back(AddOption("Tan", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TAN }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("TanH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TANH }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Trunc", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TRUNC }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Add", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Sums two floating-point scalars."), { VisualShaderNodeFloatOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Add", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Sums two integer scalars."), { VisualShaderNodeIntOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
add_options.push_back(AddOption("BitwiseAND", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise AND (a & b) operation for two integers."), { VisualShaderNodeIntOp::OP_BITWISE_AND }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
add_options.push_back(AddOption("BitwiseLeftShift", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise left shift (a << b) operation on the integer."), { VisualShaderNodeIntOp::OP_BITWISE_LEFT_SHIFT }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
add_options.push_back(AddOption("BitwiseOR", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise OR (a | b) operation for two integers."), { VisualShaderNodeIntOp::OP_BITWISE_OR }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
add_options.push_back(AddOption("BitwiseRightShift", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise right shift (a >> b) operation on the integer."), { VisualShaderNodeIntOp::OP_BITWISE_RIGHT_SHIFT }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
add_options.push_back(AddOption("BitwiseXOR", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise XOR (a ^ b) operation on the integer."), { VisualShaderNodeIntOp::OP_BITWISE_XOR }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
add_options.push_back(AddOption("Divide", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Divides two floating-point scalars."), { VisualShaderNodeFloatOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Divide", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Divides two integer scalars."), { VisualShaderNodeIntOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
add_options.push_back(AddOption("Multiply", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Multiplies two floating-point scalars."), { VisualShaderNodeFloatOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Multiply", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Multiplies two integer scalars."), { VisualShaderNodeIntOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
add_options.push_back(AddOption("Remainder", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Returns the remainder of the two floating-point scalars."), { VisualShaderNodeFloatOp::OP_MOD }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Remainder", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Returns the remainder of the two integer scalars."), { VisualShaderNodeIntOp::OP_MOD }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
add_options.push_back(AddOption("Subtract", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Subtracts two floating-point scalars."), { VisualShaderNodeFloatOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Subtract", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Subtracts two integer scalars."), { VisualShaderNodeIntOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
add_options.push_back(AddOption("FloatConstant", "Scalar", "Variables", "VisualShaderNodeFloatConstant", TTR("Scalar floating-point constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("IntConstant", "Scalar", "Variables", "VisualShaderNodeIntConstant", TTR("Scalar integer constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
add_options.push_back(AddOption("FloatUniform", "Scalar", "Variables", "VisualShaderNodeFloatUniform", TTR("Scalar floating-point uniform."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("IntUniform", "Scalar", "Variables", "VisualShaderNodeIntUniform", TTR("Scalar integer uniform."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
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// SDF
{
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add_options.push_back(AddOption("ScreenUVToSDF", "SDF", "", "VisualShaderNodeScreenUVToSDF", TTR("Converts screen UV to a SDF."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("SDFRaymarch", "SDF", "", "VisualShaderNodeSDFRaymarch", TTR("Casts a ray against the screen SDF and returns the distance travelled."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("SDFToScreenUV", "SDF", "", "VisualShaderNodeSDFToScreenUV", TTR("Converts a SDF to screen UV."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("TextureSDF", "SDF", "", "VisualShaderNodeTextureSDF", TTR("Performs a SDF texture lookup."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("TextureSDFNormal", "SDF", "", "VisualShaderNodeTextureSDFNormal", TTR("Performs a SDF normal texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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}
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// TEXTURES
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add_options.push_back(AddOption("UVFunc", "Textures", "Common", "VisualShaderNodeUVFunc", TTR("Function to be applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
cubemap_node_option_idx = add_options.size();
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add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup.")));
curve_node_option_idx = add_options.size();
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add_options.push_back(AddOption("CurveTexture", "Textures", "Functions", "VisualShaderNodeCurveTexture", TTR("Perform the curve texture lookup.")));
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curve_xyz_node_option_idx = add_options.size();
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add_options.push_back(AddOption("CurveXYZTexture", "Textures", "Functions", "VisualShaderNodeCurveXYZTexture", TTR("Perform the three components curve texture lookup.")));
texture2d_node_option_idx = add_options.size();
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add_options.push_back(AddOption("Texture2D", "Textures", "Functions", "VisualShaderNodeTexture", TTR("Perform the 2D texture lookup.")));
texture2d_array_node_option_idx = add_options.size();
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add_options.push_back(AddOption("Texture2DArray", "Textures", "Functions", "VisualShaderNodeTexture2DArray", TTR("Perform the 2D-array texture lookup.")));
texture3d_node_option_idx = add_options.size();
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add_options.push_back(AddOption("Texture3D", "Textures", "Functions", "VisualShaderNodeTexture3D", TTR("Perform the 3D texture lookup.")));
add_options.push_back(AddOption("UVPanning", "Textures", "Functions", "VisualShaderNodeUVFunc", TTR("Apply panning function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_PANNING }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("UVScaling", "Textures", "Functions", "VisualShaderNodeUVFunc", TTR("Apply scaling function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_SCALING }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("CubeMapUniform", "Textures", "Variables", "VisualShaderNodeCubemapUniform", TTR("Cubic texture uniform lookup.")));
add_options.push_back(AddOption("TextureUniform", "Textures", "Variables", "VisualShaderNodeTextureUniform", TTR("2D texture uniform lookup.")));
add_options.push_back(AddOption("TextureUniformTriplanar", "Textures", "Variables", "VisualShaderNodeTextureUniformTriplanar", TTR("2D texture uniform lookup with triplanar."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Texture2DArrayUniform", "Textures", "Variables", "VisualShaderNodeTexture2DArrayUniform", TTR("2D array of textures uniform lookup.")));
add_options.push_back(AddOption("Texture3DUniform", "Textures", "Variables", "VisualShaderNodeTexture3DUniform", TTR("3D texture uniform lookup.")));
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// TRANSFORM
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add_options.push_back(AddOption("TransformFunc", "Transform", "Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("TransformOp", "Transform", "Common", "VisualShaderNodeTransformOp", TTR("Transform operator."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("OuterProduct", "Transform", "Composition", "VisualShaderNodeOuterProduct", TTR("Calculate the outer product of a pair of vectors.\n\nOuterProduct treats the first parameter 'c' as a column vector (matrix with one column) and the second parameter 'r' as a row vector (matrix with one row) and does a linear algebraic matrix multiply 'c * r', yielding a matrix whose number of rows is the number of components in 'c' and whose number of columns is the number of components in 'r'."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("TransformCompose", "Transform", "Composition", "VisualShaderNodeTransformCompose", TTR("Composes transform from four vectors."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("TransformDecompose", "Transform", "Composition", "VisualShaderNodeTransformDecompose", TTR("Decomposes transform to four vectors.")));
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add_options.push_back(AddOption("Determinant", "Transform", "Functions", "VisualShaderNodeDeterminant", TTR("Calculates the determinant of a transform."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("GetBillboardMatrix", "Transform", "Functions", "VisualShaderNodeBillboard", TTR("Calculates how the object should face the camera to be applied on Model View Matrix output port for 3D objects."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Inverse", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the inverse of a transform."), { VisualShaderNodeTransformFunc::FUNC_INVERSE }, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("Transpose", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the transpose of a transform."), { VisualShaderNodeTransformFunc::FUNC_TRANSPOSE }, VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("Add", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Sums two transforms."), { VisualShaderNodeTransformOp::OP_ADD }, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("Divide", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Divides two transforms."), { VisualShaderNodeTransformOp::OP_A_DIV_B }, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("Multiply", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Multiplies two transforms."), { VisualShaderNodeTransformOp::OP_AxB }, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("MultiplyComp", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Performs per-component multiplication of two transforms."), { VisualShaderNodeTransformOp::OP_AxB_COMP }, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("Subtract", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Subtracts two transforms."), { VisualShaderNodeTransformOp::OP_A_MINUS_B }, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("TransformVectorMult", "Transform", "Operators", "VisualShaderNodeTransformVecMult", TTR("Multiplies vector by transform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("TransformConstant", "Transform", "Variables", "VisualShaderNodeTransformConstant", TTR("Transform constant."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("TransformUniform", "Transform", "Variables", "VisualShaderNodeTransformUniform", TTR("Transform uniform."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
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// VECTOR
add_options.push_back(AddOption("VectorFunc", "Vector", "Common", "VisualShaderNodeVectorFunc", TTR("Vector function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("VectorOp", "Vector", "Common", "VisualShaderNodeVectorOp", TTR("Vector operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("VectorCompose", "Vector", "Common", "VisualShaderNodeVectorCompose", TTR("Composes vector from three scalars.")));
add_options.push_back(AddOption("VectorDecompose", "Vector", "Common", "VisualShaderNodeVectorDecompose", TTR("Decomposes vector to three scalars.")));
add_options.push_back(AddOption("Vector2Compose", "Vector", "Composition", "VisualShaderNodeVectorCompose", TTR("Composes 2D vector from three scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Vector2Decompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 2D vector to three scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_2D }));
add_options.push_back(AddOption("Vector3Compose", "Vector", "Composition", "VisualShaderNodeVectorCompose", TTR("Composes 3D vector from three scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Vector3Decompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 3D vector to three scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_3D }));
add_options.push_back(AddOption("Abs", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Abs", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("ACos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("ACos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("ACosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("ACosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("ASin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("ASin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("ASinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("ASinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("ATan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("ATan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("ATan2", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("ATan2", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("ATanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("ATanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Ceil", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_CEIL }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Ceil", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_CEIL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Clamp", "Vector", "Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Clamp", "Vector", "Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Cos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Cos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("CosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("CosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Cross", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Calculates the cross product of two vectors."), { VisualShaderNodeVectorOp::OP_CROSS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Degrees", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeVectorFunc::FUNC_DEGREES, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Degrees", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeVectorFunc::FUNC_DEGREES, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("DFdX", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_X, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
add_options.push_back(AddOption("DFdX", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_X, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
add_options.push_back(AddOption("DFdY", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_Y, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
add_options.push_back(AddOption("DFdY", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_Y, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
add_options.push_back(AddOption("Distance2D", "Vector", "Functions", "VisualShaderNodeVectorDistance", TTR("Returns the distance between two points."), { VisualShaderNodeVectorDistance::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Distance3D", "Vector", "Functions", "VisualShaderNodeVectorDistance", TTR("Returns the distance between two points."), { VisualShaderNodeVectorDistance::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Dot", "Vector", "Functions", "VisualShaderNodeDotProduct", TTR("Calculates the dot product of two vectors."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Exp", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-e Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Exp", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-e Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Exp2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Exp2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("FaceForward", "Vector", "Functions", "VisualShaderNodeFaceForward", TTR("Returns the vector that points in the same direction as a reference vector. The function has three vector parameters : N, the vector to orient, I, the incident vector, and Nref, the reference vector. If the dot product of I and Nref is smaller than zero the return value is N. Otherwise -N is returned."), { VisualShaderNodeFaceForward::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("FaceForward", "Vector", "Functions", "VisualShaderNodeFaceForward", TTR("Returns the vector that points in the same direction as a reference vector. The function has three vector parameters : N, the vector to orient, I, the incident vector, and Nref, the reference vector. If the dot product of I and Nref is smaller than zero the return value is N. Otherwise -N is returned."), { VisualShaderNodeFaceForward::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Floor", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer less than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_FLOOR, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Floor", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer less than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_FLOOR, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Fract", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeVectorFunc::FUNC_FRAC, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Fract", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeVectorFunc::FUNC_FRAC, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Fresnel", "Vector", "Functions", "VisualShaderNodeFresnel", TTR("Returns falloff based on the dot product of surface normal and view direction of camera (pass associated inputs to it)."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("InverseSqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse of the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_INVERSE_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("InverseSqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse of the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_INVERSE_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Length", "Vector", "Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), { VisualShaderNodeVectorLen::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Length", "Vector", "Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), { VisualShaderNodeVectorLen::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Log", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Natural logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Log", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Natural logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Log2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Log2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Max", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), { VisualShaderNodeVectorOp::OP_MAX, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Max", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), { VisualShaderNodeVectorOp::OP_MAX, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Min", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), { VisualShaderNodeVectorOp::OP_MIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Min", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), { VisualShaderNodeVectorOp::OP_MIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Mix", "Vector", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors."), { VisualShaderNodeMix::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Mix", "Vector", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors."), { VisualShaderNodeMix::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("MixS", "Vector", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors using scalar."), { VisualShaderNodeMix::OP_TYPE_VECTOR_2D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("MixS", "Vector", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors using scalar."), { VisualShaderNodeMix::OP_TYPE_VECTOR_3D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("MultiplyAdd", "Vector", "Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("MultiplyAdd", "Vector", "Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Negate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Negate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Normalize", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), { VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Normalize", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), { VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("OneMinus", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("OneMinus", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Radians", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Radians", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Reciprocal", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), { VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Reciprocal", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), { VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Reflect", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the vector that points in the direction of reflection ( a : incident vector, b : normal vector )."), { VisualShaderNodeVectorOp::OP_REFLECT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Refract", "Vector", "Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Round", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Round", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("RoundEven", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest even integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUNDEVEN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("RoundEven", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest even integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUNDEVEN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Saturate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Clamps the value between 0.0 and 1.0."), { VisualShaderNodeVectorFunc::FUNC_SATURATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Saturate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Clamps the value between 0.0 and 1.0."), { VisualShaderNodeVectorFunc::FUNC_SATURATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Sign", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIGN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Sign", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIGN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Sin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Sin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("SinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("SinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Sqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Sqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("SmoothStep", "Vector", "Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("SmoothStep", "Vector", "Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("SmoothStepS", "Vector", "Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_2D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("SmoothStepS", "Vector", "Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_3D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Step", "Vector", "Functions", "VisualShaderNodeStep", TTR("Step function( vector(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Step", "Vector", "Functions", "VisualShaderNodeStep", TTR("Step function( vector(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("StepS", "Vector", "Functions", "VisualShaderNodeStep", TTR("Step function( scalar(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_2D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("StepS", "Vector", "Functions", "VisualShaderNodeStep", TTR("Step function( scalar(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_3D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Sum", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'."), { VisualShaderNodeDerivativeFunc::FUNC_SUM, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
add_options.push_back(AddOption("Sum", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'."), { VisualShaderNodeDerivativeFunc::FUNC_SUM, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
add_options.push_back(AddOption("Tan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Tan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("TanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("TanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Trunc", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TRUNC, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Trunc", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TRUNC, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Add", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Adds 2D vector to 2D vector."), { VisualShaderNodeVectorOp::OP_ADD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Add", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Adds 3D vector to 3D vector."), { VisualShaderNodeVectorOp::OP_ADD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Divide", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Divides 2D vector by 2D vector."), { VisualShaderNodeVectorOp::OP_DIV, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Divide", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Divides 3D vector by 3D vector."), { VisualShaderNodeVectorOp::OP_DIV, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Multiply", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Multiplies 2D vector by 2D vector."), { VisualShaderNodeVectorOp::OP_MUL, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Multiply", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Multiplies 3D vector by 3D vector."), { VisualShaderNodeVectorOp::OP_MUL, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Remainder", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Returns the remainder of the two 2D vectors."), { VisualShaderNodeVectorOp::OP_MOD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Remainder", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Returns the remainder of the two 3D vectors."), { VisualShaderNodeVectorOp::OP_MOD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Subtract", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Subtracts 2D vector from 2D vector."), { VisualShaderNodeVectorOp::OP_SUB, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Subtract", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Subtracts 3D vector from 3D vector."), { VisualShaderNodeVectorOp::OP_SUB, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Vector2Constant", "Vector", "Variables", "VisualShaderNodeVec2Constant", TTR("2D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Vector2Uniform", "Vector", "Variables", "VisualShaderNodeVec2Uniform", TTR("2D vector uniform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Vector3Constant", "Vector", "Variables", "VisualShaderNodeVec3Constant", TTR("3D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Vector3Uniform", "Vector", "Variables", "VisualShaderNodeVec3Uniform", TTR("3D vector uniform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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// SPECIAL
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add_options.push_back(AddOption("Comment", "Special", "", "VisualShaderNodeComment", TTR("A rectangular area with a description string for better graph organization.")));
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add_options.push_back(AddOption("Expression", "Special", "", "VisualShaderNodeExpression", TTR("Custom Godot Shader Language expression, with custom amount of input and output ports. This is a direct injection of code into the vertex/fragment/light function, do not use it to write the function declarations inside.")));
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add_options.push_back(AddOption("GlobalExpression", "Special", "", "VisualShaderNodeGlobalExpression", TTR("Custom Godot Shader Language expression, which is placed on top of the resulted shader. You can place various function definitions inside and call it later in the Expressions. You can also declare varyings, uniforms and constants.")));
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add_options.push_back(AddOption("UniformRef", "Special", "", "VisualShaderNodeUniformRef", TTR("A reference to an existing uniform.")));
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add_options.push_back(AddOption("VaryingGetter", "Special", "", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("VaryingSetter", "Special", "", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("VaryingGetter", "Special", "", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("VaryingSetter", "Special", "", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
custom_node_option_idx = add_options.size();
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/////////////////////////////////////////////////////////////////////
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_update_options_menu();
undo_redo = EditorNode::get_singleton()->get_undo_redo();
Ref<VisualShaderNodePluginDefault> default_plugin;
default_plugin.instantiate();
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add_plugin(default_plugin);
graph_plugin.instantiate();
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property_editor = memnew(CustomPropertyEditor);
add_child(property_editor);
property_editor->connect("variant_changed", callable_mp(this, &VisualShaderEditor::_port_edited));
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}
/////////////////
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void VisualShaderEditorPlugin::edit(Object *p_object) {
visual_shader_editor->edit(Object::cast_to<VisualShader>(p_object));
}
bool VisualShaderEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("VisualShader");
}
void VisualShaderEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
//editor->hide_animation_player_editors();
//editor->animation_panel_make_visible(true);
button->show();
EditorNode::get_singleton()->make_bottom_panel_item_visible(visual_shader_editor);
visual_shader_editor->update_nodes();
visual_shader_editor->set_process_input(true);
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//visual_shader_editor->set_process(true);
} else {
if (visual_shader_editor->is_visible_in_tree()) {
EditorNode::get_singleton()->hide_bottom_panel();
}
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button->hide();
visual_shader_editor->set_process_input(false);
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//visual_shader_editor->set_process(false);
}
}
VisualShaderEditorPlugin::VisualShaderEditorPlugin() {
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visual_shader_editor = memnew(VisualShaderEditor);
visual_shader_editor->set_custom_minimum_size(Size2(0, 300) * EDSCALE);
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button = EditorNode::get_singleton()->add_bottom_panel_item(TTR("VisualShader"), visual_shader_editor);
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button->hide();
}
VisualShaderEditorPlugin::~VisualShaderEditorPlugin() {
}
////////////////
class VisualShaderNodePluginInputEditor : public OptionButton {
GDCLASS(VisualShaderNodePluginInputEditor, OptionButton);
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Ref<VisualShaderNodeInput> input;
public:
void _notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
connect("item_selected", callable_mp(this, &VisualShaderNodePluginInputEditor::_item_selected));
} break;
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}
}
void _item_selected(int p_item) {
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VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
if (editor) {
editor->call_deferred(SNAME("_input_select_item"), input, get_item_text(p_item));
}
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}
void setup(const Ref<VisualShaderNodeInput> &p_input) {
input = p_input;
Ref<Texture2D> type_icon[7] = {
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EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")),
EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")),
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EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")),
EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")),
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};
add_item("[None]");
int to_select = -1;
for (int i = 0; i < input->get_input_index_count(); i++) {
if (input->get_input_name() == input->get_input_index_name(i)) {
to_select = i + 1;
}
add_icon_item(type_icon[input->get_input_index_type(i)], input->get_input_index_name(i));
}
if (to_select >= 0) {
select(to_select);
}
}
};
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////////////////
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class VisualShaderNodePluginVaryingEditor : public OptionButton {
GDCLASS(VisualShaderNodePluginVaryingEditor, OptionButton);
Ref<VisualShaderNodeVarying> varying;
public:
void _notification(int p_what) {
if (p_what == NOTIFICATION_READY) {
connect("item_selected", callable_mp(this, &VisualShaderNodePluginVaryingEditor::_item_selected));
}
}
void _item_selected(int p_item) {
VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
if (editor) {
editor->call_deferred(SNAME("_varying_select_item"), varying, get_item_text(p_item));
}
}
void setup(const Ref<VisualShaderNodeVarying> &p_varying, VisualShader::Type p_type) {
varying = p_varying;
Ref<Texture2D> type_icon[] = {
EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")),
EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Color"), SNAME("EditorIcons")),
EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
};
bool is_getter = Ref<VisualShaderNodeVaryingGetter>(p_varying.ptr()).is_valid();
add_item("[None]");
int to_select = -1;
for (int i = 0, j = 0; i < varying->get_varyings_count(); i++) {
VisualShader::VaryingMode mode = varying->get_varying_mode_by_index(i);
if (is_getter) {
if (mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT) {
if (p_type != VisualShader::TYPE_LIGHT) {
j++;
continue;
}
} else {
if (p_type != VisualShader::TYPE_FRAGMENT && p_type != VisualShader::TYPE_LIGHT) {
j++;
continue;
}
}
} else {
if (mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT) {
if (p_type != VisualShader::TYPE_FRAGMENT) {
j++;
continue;
}
} else {
if (p_type != VisualShader::TYPE_VERTEX) {
j++;
continue;
}
}
}
if (varying->get_varying_name() == varying->get_varying_name_by_index(i)) {
to_select = i - j + 1;
}
add_icon_item(type_icon[varying->get_varying_type_by_index(i)], varying->get_varying_name_by_index(i));
}
if (to_select >= 0) {
select(to_select);
}
}
};
////////////////
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class VisualShaderNodePluginUniformRefEditor : public OptionButton {
GDCLASS(VisualShaderNodePluginUniformRefEditor, OptionButton);
Ref<VisualShaderNodeUniformRef> uniform_ref;
public:
void _notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
connect("item_selected", callable_mp(this, &VisualShaderNodePluginUniformRefEditor::_item_selected));
} break;
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}
}
void _item_selected(int p_item) {
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VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
if (editor) {
editor->call_deferred(SNAME("_uniform_select_item"), uniform_ref, get_item_text(p_item));
}
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}
void setup(const Ref<VisualShaderNodeUniformRef> &p_uniform_ref) {
uniform_ref = p_uniform_ref;
Ref<Texture2D> type_icon[8] = {
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EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")),
EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")),
EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")),
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EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Color"), SNAME("EditorIcons")),
EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")),
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};
add_item("[None]");
int to_select = -1;
for (int i = 0; i < p_uniform_ref->get_uniforms_count(); i++) {
if (p_uniform_ref->get_uniform_name() == p_uniform_ref->get_uniform_name_by_index(i)) {
to_select = i + 1;
}
add_icon_item(type_icon[p_uniform_ref->get_uniform_type_by_index(i)], p_uniform_ref->get_uniform_name_by_index(i));
}
if (to_select >= 0) {
select(to_select);
}
}
};
////////////////
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class VisualShaderNodePluginDefaultEditor : public VBoxContainer {
GDCLASS(VisualShaderNodePluginDefaultEditor, VBoxContainer);
Ref<Resource> parent_resource;
int node_id;
VisualShader::Type shader_type;
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public:
void _property_changed(const String &p_property, const Variant &p_value, const String &p_field = "", bool p_changing = false) {
if (p_changing) {
return;
}
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UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
updating = true;
undo_redo->create_action(TTR("Edit Visual Property:") + " " + p_property, UndoRedo::MERGE_ENDS);
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undo_redo->add_do_property(node.ptr(), p_property, p_value);
undo_redo->add_undo_property(node.ptr(), p_property, node->get(p_property));
if (p_value.get_type() == Variant::OBJECT) {
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RES prev_res = node->get(p_property);
RES curr_res = p_value;
if (curr_res.is_null()) {
undo_redo->add_do_method(this, "_open_inspector", (RES)parent_resource.ptr());
} else {
undo_redo->add_do_method(this, "_open_inspector", (RES)curr_res.ptr());
}
if (!prev_res.is_null()) {
undo_redo->add_undo_method(this, "_open_inspector", (RES)prev_res.ptr());
} else {
undo_redo->add_undo_method(this, "_open_inspector", (RES)parent_resource.ptr());
}
}
if (p_property != "constant") {
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VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
if (editor) {
VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
if (graph_plugin) {
undo_redo->add_do_method(graph_plugin, "update_node_deferred", shader_type, node_id);
undo_redo->add_undo_method(graph_plugin, "update_node_deferred", shader_type, node_id);
}
}
}
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undo_redo->commit_action();
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updating = false;
}
void _node_changed() {
if (updating) {
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return;
}
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for (int i = 0; i < properties.size(); i++) {
properties[i]->update_property();
}
}
void _resource_selected(const String &p_path, RES p_resource) {
_open_inspector(p_resource);
}
void _open_inspector(RES p_resource) {
InspectorDock::get_inspector_singleton()->edit(p_resource.ptr());
}
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bool updating;
Ref<VisualShaderNode> node;
Vector<EditorProperty *> properties;
Vector<Label *> prop_names;
void _show_prop_names(bool p_show) {
for (int i = 0; i < prop_names.size(); i++) {
prop_names[i]->set_visible(p_show);
}
}
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void setup(Ref<Resource> p_parent_resource, Vector<EditorProperty *> p_properties, const Vector<StringName> &p_names, const Map<StringName, String> &p_overrided_names, Ref<VisualShaderNode> p_node) {
parent_resource = p_parent_resource;
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updating = false;
node = p_node;
properties = p_properties;
node_id = (int)p_node->get_meta("id");
shader_type = VisualShader::Type((int)p_node->get_meta("shader_type"));
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for (int i = 0; i < p_properties.size(); i++) {
HBoxContainer *hbox = memnew(HBoxContainer);
hbox->set_h_size_flags(SIZE_EXPAND_FILL);
add_child(hbox);
Label *prop_name = memnew(Label);
String prop_name_str = p_names[i];
if (p_overrided_names.has(p_names[i])) {
prop_name_str = p_overrided_names[p_names[i]] + ":";
} else {
prop_name_str = prop_name_str.capitalize() + ":";
}
prop_name->set_text(prop_name_str);
prop_name->set_visible(false);
hbox->add_child(prop_name);
prop_names.push_back(prop_name);
p_properties[i]->set_h_size_flags(SIZE_EXPAND_FILL);
hbox->add_child(p_properties[i]);
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bool res_prop = Object::cast_to<EditorPropertyResource>(p_properties[i]);
if (res_prop) {
p_properties[i]->connect("resource_selected", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_resource_selected));
}
properties[i]->connect("property_changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_property_changed));
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properties[i]->set_object_and_property(node.ptr(), p_names[i]);
properties[i]->update_property();
properties[i]->set_name_split_ratio(0);
}
node->connect("changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_node_changed));
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}
static void _bind_methods() {
ClassDB::bind_method("_open_inspector", &VisualShaderNodePluginDefaultEditor::_open_inspector); // Used by UndoRedo.
ClassDB::bind_method("_show_prop_names", &VisualShaderNodePluginDefaultEditor::_show_prop_names); // Used with call_deferred.
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}
};
Control *VisualShaderNodePluginDefault::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
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Ref<VisualShader> p_shader = Ref<VisualShader>(p_parent_resource.ptr());
if (p_shader.is_valid() && (p_node->is_class("VisualShaderNodeVaryingGetter") || p_node->is_class("VisualShaderNodeVaryingSetter"))) {
VisualShaderNodePluginVaryingEditor *editor = memnew(VisualShaderNodePluginVaryingEditor);
editor->setup(p_node, p_shader->get_shader_type());
return editor;
}
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if (p_node->is_class("VisualShaderNodeUniformRef")) {
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VisualShaderNodePluginUniformRefEditor *editor = memnew(VisualShaderNodePluginUniformRefEditor);
editor->setup(p_node);
return editor;
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}
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if (p_node->is_class("VisualShaderNodeInput")) {
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VisualShaderNodePluginInputEditor *editor = memnew(VisualShaderNodePluginInputEditor);
editor->setup(p_node);
return editor;
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}
Vector<StringName> properties = p_node->get_editable_properties();
if (properties.size() == 0) {
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return nullptr;
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}
List<PropertyInfo> props;
p_node->get_property_list(&props);
Vector<PropertyInfo> pinfo;
for (const PropertyInfo &E : props) {
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for (int i = 0; i < properties.size(); i++) {
if (E.name == String(properties[i])) {
pinfo.push_back(E);
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}
}
}
if (pinfo.size() == 0) {
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return nullptr;
}
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properties.clear();
Ref<VisualShaderNode> node = p_node;
Vector<EditorProperty *> editors;
for (int i = 0; i < pinfo.size(); i++) {
EditorProperty *prop = EditorInspector::instantiate_property_editor(node.ptr(), pinfo[i].type, pinfo[i].name, pinfo[i].hint, pinfo[i].hint_string, pinfo[i].usage);
if (!prop) {
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return nullptr;
}
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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<EditorPropertyTransform3D>(prop) || Object::cast_to<EditorPropertyVector3>(prop)) {
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prop->set_custom_minimum_size(Size2(250 * EDSCALE, 0));
} else if (Object::cast_to<EditorPropertyFloat>(prop)) {
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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));
Object::cast_to<EditorPropertyEnum>(prop)->set_option_button_clip(false);
}
editors.push_back(prop);
properties.push_back(pinfo[i].name);
}
VisualShaderNodePluginDefaultEditor *editor = memnew(VisualShaderNodePluginDefaultEditor);
editor->setup(p_parent_resource, editors, properties, p_node->get_editable_properties_names(), p_node);
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return editor;
}
void EditorPropertyShaderMode::_option_selected(int p_which) {
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VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
if (!editor) {
return;
}
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//will not use this, instead will do all the logic setting manually
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//emit_signal(SNAME("property_changed"), get_edited_property(), p_which);
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Ref<VisualShader> visual_shader(Object::cast_to<VisualShader>(get_edited_object()));
if (visual_shader->get_mode() == p_which) {
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return;
}
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UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
undo_redo->create_action(TTR("Visual Shader Mode Changed"));
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//do is easy
undo_redo->add_do_method(visual_shader.ptr(), "set_mode", p_which);
undo_redo->add_undo_method(visual_shader.ptr(), "set_mode", visual_shader->get_mode());
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undo_redo->add_do_method(editor, "_set_mode", p_which);
undo_redo->add_undo_method(editor, "_set_mode", visual_shader->get_mode());
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//now undo is hell
//1. restore connections to output
for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
VisualShader::Type type = VisualShader::Type(i);
List<VisualShader::Connection> conns;
visual_shader->get_node_connections(type, &conns);
for (const VisualShader::Connection &E : conns) {
if (E.to_node == VisualShader::NODE_ID_OUTPUT) {
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
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}
}
}
//2. restore input indices
for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
VisualShader::Type type = VisualShader::Type(i);
Vector<int> nodes = visual_shader->get_node_list(type);
for (int j = 0; j < nodes.size(); j++) {
Ref<VisualShaderNodeInput> input = visual_shader->get_node(type, nodes[j]);
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if (!input.is_valid()) {
continue;
}
undo_redo->add_undo_method(input.ptr(), "set_input_name", input->get_input_name());
}
}
//3. restore enums and flags
List<PropertyInfo> props;
visual_shader->get_property_list(&props);
for (const PropertyInfo &E : props) {
if (E.name.begins_with("flags/") || E.name.begins_with("modes/")) {
undo_redo->add_undo_property(visual_shader.ptr(), E.name, visual_shader->get(E.name));
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}
}
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//4. delete varyings (if needed)
if (p_which == VisualShader::MODE_PARTICLES || p_which == VisualShader::MODE_SKY || p_which == VisualShader::MODE_FOG) {
int var_count = visual_shader->get_varyings_count();
if (var_count > 0) {
for (int i = 0; i < var_count; i++) {
const VisualShader::Varying *var = visual_shader->get_varying_by_index(i);
undo_redo->add_do_method(visual_shader.ptr(), "remove_varying", var->name);
undo_redo->add_undo_method(visual_shader.ptr(), "add_varying", var->name, var->mode, var->type);
}
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undo_redo->add_do_method(editor, "_update_varyings");
undo_redo->add_undo_method(editor, "_update_varyings");
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}
}
undo_redo->add_do_method(editor, "_update_nodes");
undo_redo->add_undo_method(editor, "_update_nodes");
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undo_redo->add_do_method(editor, "_update_graph");
undo_redo->add_undo_method(editor, "_update_graph");
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undo_redo->commit_action();
}
void EditorPropertyShaderMode::update_property() {
int which = get_edited_object()->get(get_edited_property());
options->select(which);
}
void EditorPropertyShaderMode::setup(const Vector<String> &p_options) {
for (int i = 0; i < p_options.size(); i++) {
options->add_item(p_options[i], i);
}
}
void EditorPropertyShaderMode::set_option_button_clip(bool p_enable) {
options->set_clip_text(p_enable);
}
void EditorPropertyShaderMode::_bind_methods() {
}
EditorPropertyShaderMode::EditorPropertyShaderMode() {
options = memnew(OptionButton);
options->set_clip_text(true);
add_child(options);
add_focusable(options);
options->connect("item_selected", callable_mp(this, &EditorPropertyShaderMode::_option_selected));
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}
bool EditorInspectorShaderModePlugin::can_handle(Object *p_object) {
return true; // Can handle everything.
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}
bool EditorInspectorShaderModePlugin::parse_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const uint32_t p_usage, const bool p_wide) {
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if (p_path == "mode" && p_object->is_class("VisualShader") && p_type == Variant::INT) {
EditorPropertyShaderMode *editor = memnew(EditorPropertyShaderMode);
Vector<String> options = p_hint_text.split(",");
editor->setup(options);
add_property_editor(p_path, editor);
return true;
}
return false;
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}
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//////////////////////////////////
void VisualShaderNodePortPreview::_shader_changed() {
if (shader.is_null()) {
return;
}
Vector<VisualShader::DefaultTextureParam> default_textures;
String shader_code = shader->generate_preview_shader(type, node, port, default_textures);
Ref<Shader> preview_shader;
preview_shader.instantiate();
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preview_shader->set_code(shader_code);
for (int i = 0; i < default_textures.size(); i++) {
for (int j = 0; j < default_textures[i].params.size(); j++) {
preview_shader->set_default_texture_param(default_textures[i].name, default_textures[i].params[j], j);
}
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}
Ref<ShaderMaterial> material;
material.instantiate();
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material->set_shader(preview_shader);
//find if a material is also being edited and copy parameters to this one
for (int i = EditorNode::get_singleton()->get_editor_history()->get_path_size() - 1; i >= 0; i--) {
Object *object = ObjectDB::get_instance(EditorNode::get_singleton()->get_editor_history()->get_path_object(i));
ShaderMaterial *src_mat;
if (!object) {
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continue;
}
if (object->has_method("get_material_override")) { // trying getting material from MeshInstance
src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material_override"));
} else if (object->has_method("get_material")) { // from CanvasItem/Node2D
src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material"));
} else {
src_mat = Object::cast_to<ShaderMaterial>(object);
}
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if (src_mat && src_mat->get_shader().is_valid()) {
List<PropertyInfo> params;
src_mat->get_shader()->get_param_list(&params);
for (const PropertyInfo &E : params) {
material->set(E.name, src_mat->get(E.name));
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}
}
}
set_material(material);
}
void VisualShaderNodePortPreview::setup(const Ref<VisualShader> &p_shader, VisualShader::Type p_type, int p_node, int p_port) {
shader = p_shader;
shader->connect("changed", callable_mp(this, &VisualShaderNodePortPreview::_shader_changed));
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type = p_type;
port = p_port;
node = p_node;
update();
_shader_changed();
}
Size2 VisualShaderNodePortPreview::get_minimum_size() const {
return Size2(100, 100) * EDSCALE;
}
void VisualShaderNodePortPreview::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_DRAW: {
Vector<Vector2> points = {
Vector2(),
Vector2(get_size().width, 0),
get_size(),
Vector2(0, get_size().height)
};
Vector<Vector2> uvs = {
Vector2(0, 0),
Vector2(1, 0),
Vector2(1, 1),
Vector2(0, 1)
};
Vector<Color> colors = {
Color(1, 1, 1, 1),
Color(1, 1, 1, 1),
Color(1, 1, 1, 1),
Color(1, 1, 1, 1)
};
draw_primitive(points, colors, uvs);
} break;
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}
}
void VisualShaderNodePortPreview::_bind_methods() {
}
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//////////////////////////////////
String VisualShaderConversionPlugin::converts_to() const {
return "Shader";
}
bool VisualShaderConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<VisualShader> vshader = p_resource;
return vshader.is_valid();
}
Ref<Resource> VisualShaderConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<VisualShader> vshader = p_resource;
ERR_FAIL_COND_V(!vshader.is_valid(), Ref<Resource>());
Ref<Shader> shader;
shader.instantiate();
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String code = vshader->get_code();
shader->set_code(code);
return shader;
}