-the new shader language seems to work

-shader editor plugin can edit shaders
-code completion in shader editor plugin
This commit is contained in:
Juan Linietsky 2016-10-07 11:31:18 -03:00
parent cf5778e51a
commit 850eaf7ed7
12 changed files with 1317 additions and 499 deletions

View file

@ -39,7 +39,7 @@
#include "servers/visual/shader_language.h"
//#include "drivers/gles2/shader_compiler_gles2.h"
#if 0
typedef ShaderLanguage SL;
namespace TestShaderLang {
@ -57,50 +57,54 @@ static String _mktab(int p_level) {
static String _typestr(SL::DataType p_type) {
switch(p_type) {
case SL::TYPE_VOID: return "void";
case SL::TYPE_BOOL: return "bool";
case SL::TYPE_FLOAT: return "float";
case SL::TYPE_VEC2: return "vec2";
case SL::TYPE_VEC3: return "vec3";
case SL::TYPE_VEC4: return "vec4";
case SL::TYPE_MAT3: return "mat3";
case SL::TYPE_MAT4: return "mat4";
case SL::TYPE_TEXTURE: return "texture";
case SL::TYPE_CUBEMAP: return "cubemap";
default: {}
}
return ShaderLanguage::get_datatype_name(p_type);
return "";
}
static String _prestr(SL::DataPrecision p_pres) {
switch(p_pres) {
case SL::PRECISION_LOWP: return "lowp ";
case SL::PRECISION_MEDIUMP: return "mediump ";
case SL::PRECISION_HIGHP: return "highp ";
case SL::PRECISION_DEFAULT: return "";
}
return "";
}
static String _opstr(SL::Operator p_op) {
switch(p_op) {
case SL::OP_ASSIGN: return "=";
case SL::OP_ADD: return "+";
case SL::OP_SUB: return "-";
case SL::OP_MUL: return "*";
case SL::OP_DIV: return "/";
case SL::OP_ASSIGN_ADD: return "+=";
case SL::OP_ASSIGN_SUB: return "-=";
case SL::OP_ASSIGN_MUL: return "*=";
case SL::OP_ASSIGN_DIV: return "/=";
case SL::OP_NEG: return "-";
case SL::OP_NOT: return "!";
case SL::OP_CMP_EQ: return "==";
case SL::OP_CMP_NEQ: return "!=";
case SL::OP_CMP_LEQ: return "<=";
case SL::OP_CMP_GEQ: return ">=";
case SL::OP_CMP_LESS: return "<";
case SL::OP_CMP_GREATER: return ">";
case SL::OP_CMP_OR: return "||";
case SL::OP_CMP_AND: return "&&";
default: return "";
}
return ShaderLanguage::get_operator_text(p_op);
return "";
}
static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value>& p_values) {
switch(p_type) {
case SL::TYPE_BOOL: return p_values[0].boolean?"true":"false";
case SL::TYPE_BVEC2: return String()+"bvec2("+(p_values[0].boolean?"true":"false")+(p_values[1].boolean?"true":"false")+")";
case SL::TYPE_BVEC3: return String()+"bvec3("+(p_values[0].boolean?"true":"false")+","+(p_values[1].boolean?"true":"false")+","+(p_values[2].boolean?"true":"false")+")";
case SL::TYPE_BVEC4: return String()+"bvec4("+(p_values[0].boolean?"true":"false")+","+(p_values[1].boolean?"true":"false")+","+(p_values[2].boolean?"true":"false")+","+(p_values[3].boolean?"true":"false")+")";
case SL::TYPE_INT: return rtos(p_values[0].sint);
case SL::TYPE_IVEC2: return String()+"ivec2("+rtos(p_values[0].sint)+","+rtos(p_values[1].sint)+")";
case SL::TYPE_IVEC3: return String()+"ivec3("+rtos(p_values[0].sint)+","+rtos(p_values[1].sint)+","+rtos(p_values[2].sint)+")";
case SL::TYPE_IVEC4: return String()+"ivec4("+rtos(p_values[0].sint)+","+rtos(p_values[1].sint)+","+rtos(p_values[2].sint)+","+rtos(p_values[3].sint)+")";
case SL::TYPE_UINT: return rtos(p_values[0].real);
case SL::TYPE_UVEC2: return String()+"uvec2("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+")";
case SL::TYPE_UVEC3: return String()+"uvec3("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+","+rtos(p_values[2].real)+")";
case SL::TYPE_UVEC4: return String()+"uvec4("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+","+rtos(p_values[2].real)+","+rtos(p_values[3].real)+")";
case SL::TYPE_FLOAT: return rtos(p_values[0].real);
case SL::TYPE_VEC2: return String()+"vec2("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+")";
case SL::TYPE_VEC3: return String()+"vec3("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+","+rtos(p_values[2].real)+")";
case SL::TYPE_VEC4: return String()+"vec4("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+","+rtos(p_values[2].real)+","+rtos(p_values[3].real)+")";
default: ERR_FAIL_V(String());
}
}
static String dump_node_code(SL::Node *p_node,int p_level) {
@ -109,18 +113,48 @@ static String dump_node_code(SL::Node *p_node,int p_level) {
switch(p_node->type) {
case SL::Node::TYPE_PROGRAM: {
case SL::Node::TYPE_SHADER: {
SL::ProgramNode *pnode=(SL::ProgramNode*)p_node;
SL::ShaderNode *pnode=(SL::ShaderNode*)p_node;
for(Map<StringName,SL::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
String ucode="uniform ";
ucode+=_typestr(E->get().type)+"="+String(E->get().default_value)+"\n";
code+=ucode;
ucode+=_prestr(E->get().precission);
ucode+=_typestr(E->get().type);
ucode+=" "+String(E->key());
if (E->get().default_value.size()) {
ucode+=" = "+get_constant_text(E->get().type,E->get().default_value);
}
static const char*hint_name[SL::ShaderNode::Uniform::HINT_MAX]={
"",
"color",
"range",
"albedo",
"normal",
"black",
"white"
};
if (E->get().hint)
ucode+=" : "+String(hint_name[E->get().hint]);
code+=ucode+"\n";
}
for(Map<StringName,SL::ShaderNode::Varying>::Element *E=pnode->varyings.front();E;E=E->next()) {
String vcode="varying ";
vcode+=_prestr(E->get().precission);
vcode+=_typestr(E->get().type);
vcode+=" "+String(E->key());
code+=vcode+"\n";
}
for(int i=0;i<pnode->functions.size();i++) {
SL::FunctionNode *fnode=pnode->functions[i].function;
@ -131,16 +165,15 @@ static String dump_node_code(SL::Node *p_node,int p_level) {
if (i>0)
header+=", ";
header+=_typestr(fnode->arguments[i].type)+" "+fnode->arguments[i].name;
header+=_prestr(fnode->arguments[i].precision)+_typestr(fnode->arguments[i].type)+" "+fnode->arguments[i].name;
}
header+=") {\n";
header+=")\n";
code+=header;
code+=dump_node_code(fnode->body,p_level+1);
code+="}\n";
}
code+=dump_node_code(pnode->body,p_level);
//code+=dump_node_code(pnode->body,p_level);
} break;
case SL::Node::TYPE_FUNCTION: {
@ -149,15 +182,23 @@ static String dump_node_code(SL::Node *p_node,int p_level) {
SL::BlockNode *bnode=(SL::BlockNode*)p_node;
//variables
for(Map<StringName,SL::DataType>::Element *E=bnode->variables.front();E;E=E->next()) {
code+=_mktab(p_level-1)+"{\n";
for(Map<StringName,SL::BlockNode::Variable>::Element *E=bnode->variables.front();E;E=E->next()) {
code+=_mktab(p_level)+_typestr(E->value())+" "+E->key()+";\n";
code+=_mktab(p_level)+_prestr(E->get().precision)+_typestr(E->get().type)+" "+E->key()+";\n";
}
for(int i=0;i<bnode->statements.size();i++) {
code+=_mktab(p_level)+dump_node_code(bnode->statements[i],p_level)+";\n";
String scode = dump_node_code(bnode->statements[i],p_level);
if (bnode->statements[i]->type==SL::Node::TYPE_CONTROL_FLOW || bnode->statements[i]->type==SL::Node::TYPE_CONTROL_FLOW) {
code+=scode; //use directly
} else {
code+=_mktab(p_level)+scode+";\n";
}
}
code+=_mktab(p_level-1)+"}\n";
} break;
@ -168,18 +209,7 @@ static String dump_node_code(SL::Node *p_node,int p_level) {
} break;
case SL::Node::TYPE_CONSTANT: {
SL::ConstantNode *cnode=(SL::ConstantNode*)p_node;
switch(cnode->datatype) {
case SL::TYPE_BOOL: code=cnode->value.operator bool()?"true":"false"; break;
case SL::TYPE_FLOAT: code=cnode->value; break;
case SL::TYPE_VEC2: { Vector2 v = cnode->value; code="vec2("+rtos(v.x)+", "+rtos(v.y)+")"; } break;
case SL::TYPE_VEC3: { Vector3 v = cnode->value; code="vec3("+rtos(v.x)+", "+rtos(v.y)+", "+rtos(v.z)+")"; } break;
case SL::TYPE_VEC4: { Plane v = cnode->value; code="vec4("+rtos(v.normal.x)+", "+rtos(v.normal.y)+", "+rtos(v.normal.z)+", "+rtos(v.d)+")"; } break;
case SL::TYPE_MAT3: { Matrix3 x = cnode->value; code="mat3( vec3("+rtos(x.get_axis(0).x)+", "+rtos(x.get_axis(0).y)+", "+rtos(x.get_axis(0).z)+"), vec3("+rtos(x.get_axis(1).x)+", "+rtos(x.get_axis(1).y)+", "+rtos(x.get_axis(1).z)+"), vec3("+rtos(x.get_axis(2).x)+", "+rtos(x.get_axis(2).y)+", "+rtos(x.get_axis(2).z)+"))"; } break;
case SL::TYPE_MAT4: { Transform x = cnode->value; code="mat4( vec3("+rtos(x.basis.get_axis(0).x)+", "+rtos(x.basis.get_axis(0).y)+", "+rtos(x.basis.get_axis(0).z)+"), vec3("+rtos(x.basis.get_axis(1).x)+", "+rtos(x.basis.get_axis(1).y)+", "+rtos(x.basis.get_axis(1).z)+"), vec3("+rtos(x.basis.get_axis(2).x)+", "+rtos(x.basis.get_axis(2).y)+", "+rtos(x.basis.get_axis(2).z)+"), vec3("+rtos(x.origin.x)+", "+rtos(x.origin.y)+", "+rtos(x.origin.z)+"))"; } break;
default: code="<error: "+Variant::get_type_name(cnode->value.get_type())+" ("+itos(cnode->datatype)+">";
}
return get_constant_text(cnode->datatype,cnode->values);
} break;
case SL::Node::TYPE_OPERATOR: {
@ -193,28 +223,25 @@ static String dump_node_code(SL::Node *p_node,int p_level) {
case SL::OP_ASSIGN_SUB:
case SL::OP_ASSIGN_MUL:
case SL::OP_ASSIGN_DIV:
case SL::OP_ASSIGN_SHIFT_LEFT:
case SL::OP_ASSIGN_SHIFT_RIGHT:
case SL::OP_ASSIGN_MOD:
case SL::OP_ASSIGN_BIT_AND:
case SL::OP_ASSIGN_BIT_OR:
case SL::OP_ASSIGN_BIT_XOR:
code=dump_node_code(onode->arguments[0],p_level)+_opstr(onode->op)+dump_node_code(onode->arguments[1],p_level);
break;
case SL::OP_ADD:
case SL::OP_SUB:
case SL::OP_MUL:
case SL::OP_DIV:
case SL::OP_CMP_EQ:
case SL::OP_CMP_NEQ:
case SL::OP_CMP_LEQ:
case SL::OP_CMP_GEQ:
case SL::OP_CMP_LESS:
case SL::OP_CMP_GREATER:
case SL::OP_CMP_OR:
case SL::OP_CMP_AND:
code="("+dump_node_code(onode->arguments[0],p_level)+_opstr(onode->op)+dump_node_code(onode->arguments[1],p_level)+")";
break;
case SL::OP_NEG:
case SL::OP_BIT_INVERT:
case SL::OP_NEGATE:
case SL::OP_NOT:
case SL::OP_DECREMENT:
case SL::OP_INCREMENT:
code=_opstr(onode->op)+dump_node_code(onode->arguments[0],p_level);
break;
case SL::OP_POST_DECREMENT:
case SL::OP_POST_INCREMENT:
code=dump_node_code(onode->arguments[0],p_level)+_opstr(onode->op);
break;
case SL::OP_CALL:
case SL::OP_CONSTRUCT:
code=dump_node_code(onode->arguments[0],p_level)+"(";
@ -225,7 +252,12 @@ static String dump_node_code(SL::Node *p_node,int p_level) {
}
code+=")";
break;
default: {}
default: {
code="("+dump_node_code(onode->arguments[0],p_level)+_opstr(onode->op)+dump_node_code(onode->arguments[1],p_level)+")";
break;
}
}
} break;
@ -233,20 +265,19 @@ static String dump_node_code(SL::Node *p_node,int p_level) {
SL::ControlFlowNode *cfnode=(SL::ControlFlowNode*)p_node;
if (cfnode->flow_op==SL::FLOW_OP_IF) {
code+="if ("+dump_node_code(cfnode->statements[0],p_level)+") {\n";
code+=dump_node_code(cfnode->statements[1],p_level+1);
if (cfnode->statements.size()==3) {
code+=_mktab(p_level)+"if ("+dump_node_code(cfnode->expressions[0],p_level)+")\n";
code+=dump_node_code(cfnode->blocks[0],p_level+1);
if (cfnode->blocks.size()==2) {
code+="} else {\n";
code+=dump_node_code(cfnode->statements[2],p_level+1);
code+=_mktab(p_level)+"else\n";
code+=dump_node_code(cfnode->blocks[1],p_level+1);
}
code+="}\n";
} else if (cfnode->flow_op==SL::FLOW_OP_RETURN) {
if (cfnode->statements.size()) {
code="return "+dump_node_code(cfnode->statements[0],p_level);
if (cfnode->blocks.size()) {
code="return "+dump_node_code(cfnode->blocks[0],p_level);
} else {
code="return";
}
@ -264,16 +295,14 @@ static String dump_node_code(SL::Node *p_node,int p_level) {
}
static Error recreate_code(void *p_str,SL::ProgramNode *p_program) {
static Error recreate_code(void *p_str,SL::ShaderNode *p_program) {
print_line("recr");
String *str=(String*)p_str;
*str=dump_node_code(p_program,0);
return OK;
}
@ -283,6 +312,7 @@ MainLoop* test() {
if (cmdlargs.empty()) {
//try editor!
print_line("usage: godot -test shader_lang <shader>");
return NULL;
}
@ -303,50 +333,29 @@ MainLoop* test() {
code+=c;
}
int errline;
int errcol;
String error;
print_line(SL::lex_debug(code));
Error err = SL::compile(code,ShaderLanguage::SHADER_MATERIAL_FRAGMENT,NULL,NULL,&error,&errline,&errcol);
SL sl;
print_line("tokens:\n\n"+sl.token_debug(code));
Map<StringName,Map<StringName,SL::DataType> > dt;
dt["fragment"]["ALBEDO"]=SL::TYPE_VEC3;
Set<String> rm;
rm.insert("popo");
Error err = sl.compile(code,dt,rm);
if (err) {
print_line("Error: "+itos(errline)+":"+itos(errcol)+" "+error);
print_line("Error at line: "+rtos(sl.get_error_line())+": "+sl.get_error_text());
return NULL;
} else {
String code;
recreate_code(&code,sl.get_shader());
print_line("code:\n\n"+code);
}
print_line("Compile OK! - pretty printing");
String rcode;
err = SL::compile(code,ShaderLanguage::SHADER_MATERIAL_FRAGMENT,recreate_code,&rcode,&error,&errline,&errcol);
if (!err) {
print_line(rcode);
}
#if 0
ShaderCompilerGLES2 comp;
String codeline,globalsline;
SL::VarInfo vi;
vi.name="mongs";
vi.type=SL::TYPE_VEC3;
ShaderCompilerGLES2::Flags fl;
comp.compile(code,ShaderLanguage::SHADER_MATERIAL_FRAGMENT,codeline,globalsline,fl);
#endif
return NULL;
}
}
#endif
typedef ShaderLanguage SL;
namespace TestShaderLang {
MainLoop* test() {
return NULL;
}
}

View file

@ -548,7 +548,7 @@ void register_scene_types() {
// ObjectTypeDB::register_type<ShaderMaterial>();
ObjectTypeDB::register_type<RoomBounds>();
// ObjectTypeDB::register_type<MaterialShaderGraph>();
ObjectTypeDB::register_type<MaterialShader>();
ObjectTypeDB::register_type<SpatialShader>();
ObjectTypeDB::add_compatibility_type("Shader","MaterialShader");
ObjectTypeDB::add_compatibility_type("ParticleSystemMaterial","FixedMaterial");
ObjectTypeDB::add_compatibility_type("UnshadedMaterial","FixedMaterial");

View file

@ -131,7 +131,7 @@ void Shader::_bind_methods() {
ADD_PROPERTY( PropertyInfo(Variant::STRING, "code",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR), _SCS("set_code"), _SCS("get_code") );
BIND_CONSTANT( MODE_MATERIAL );
BIND_CONSTANT( MODE_SPATIAL);
BIND_CONSTANT( MODE_CANVAS_ITEM );
BIND_CONSTANT( MODE_POST_PROCESS );

View file

@ -42,7 +42,7 @@ class Shader : public Resource {
public:
enum Mode {
MODE_MATERIAL,
MODE_SPATIAL,
MODE_CANVAS_ITEM,
MODE_POST_PROCESS,
MODE_MAX
@ -100,13 +100,13 @@ public:
VARIANT_ENUM_CAST( Shader::Mode );
class MaterialShader : public Shader {
class SpatialShader : public Shader {
OBJ_TYPE(MaterialShader,Shader);
OBJ_TYPE(SpatialShader,Shader);
public:
MaterialShader() : Shader(MODE_MATERIAL) {};
SpatialShader() : Shader(MODE_SPATIAL) {};
};
class CanvasItemShader : public Shader {

View file

@ -36,7 +36,7 @@
#include "spatial_sound_server.h"
#include "spatial_sound_2d_server.h"
#include "script_debugger_remote.h"
#include "visual/shader_types.h"
static void _debugger_get_resource_usage(List<ScriptDebuggerRemote::ResourceUsage>* r_usage) {
List<VS::TextureInfo> tinfo;
@ -55,6 +55,8 @@ static void _debugger_get_resource_usage(List<ScriptDebuggerRemote::ResourceUsag
}
ShaderTypes *shader_types=NULL;
void register_server_types() {
Globals::get_singleton()->add_singleton( Globals::Singleton("VisualServer",VisualServer::get_singleton()) );
@ -70,6 +72,8 @@ void register_server_types() {
Globals::get_singleton()->add_singleton( Globals::Singleton("SpatialSound2DServer",SpatialSound2DServer::get_singleton()) );
Globals::get_singleton()->add_singleton( Globals::Singleton("SS2D",SpatialSound2DServer::get_singleton()) );
shader_types = memnew( ShaderTypes );
ObjectTypeDB::register_virtual_type<Physics2DDirectBodyState>();
ObjectTypeDB::register_virtual_type<Physics2DDirectSpaceState>();
@ -87,5 +91,5 @@ void register_server_types() {
void unregister_server_types(){
memdelete( shader_types );
}

File diff suppressed because it is too large Load diff

View file

@ -138,7 +138,10 @@ public:
TK_HINT_WHITE_TEXTURE,
TK_HINT_BLACK_TEXTURE,
TK_HINT_NORMAL_TEXTURE,
TK_HINT_ALBEDO_TEXTURE,
TK_HINT_COLOR,
TK_HINT_RANGE,
TK_CURSOR,
TK_ERROR,
TK_EOF,
TK_MAX
@ -291,7 +294,15 @@ public:
struct ConstantNode : public Node {
DataType datatype;
Variant value;
union Value {
bool boolean;
float real;
int32_t sint;
uint32_t uint;
};
Vector<Value> values;
virtual DataType get_datatype() const { return datatype; }
ConstantNode() { type=TYPE_CONSTANT; }
@ -306,6 +317,7 @@ public:
struct Variable {
DataType type;
DataPrecision precision;
int line; //for completion
};
Map<StringName,Variable> variables;
@ -316,6 +328,7 @@ public:
struct ControlFlowNode : public Node {
FlowOperation flow_op;
Vector<Node*> expressions;
Vector<BlockNode*> blocks;
ControlFlowNode() { type=TYPE_CONTROL_FLOW; flow_op=FLOW_OP_IF;}
};
@ -368,16 +381,19 @@ public:
struct Uniform {
enum Hint {
HINT_NONE,
HINT_WHITE_TEXTURE,
HINT_BLACK_TEXTURE,
HINT_NORMAL_TEXTURE,
HINT_COLOR,
HINT_RANGE,
HINT_ALBEDO,
HINT_NORMAL,
HINT_BLACK,
HINT_WHITE,
HINT_MAX
};
int order;
DataType type;
DataPrecision precission;
Variant default_value;
Vector<ConstantNode::Value> default_value;
Hint hint;
float hint_range[3];
@ -414,15 +430,12 @@ public:
enum CompletionType {
COMPLETION_NONE,
COMPLETION_BUILT_IN_TYPE_CONSTANT,
COMPLETION_FUNCTION,
COMPLETION_RENDER_MODE,
COMPLETION_MAIN_FUNCTION,
COMPLETION_IDENTIFIER,
COMPLETION_PARENT_FUNCTION,
COMPLETION_METHOD,
COMPLETION_FUNCTION_CALL,
COMPLETION_CALL_ARGUMENTS,
COMPLETION_INDEX,
COMPLETION_VIRTUAL_FUNC,
COMPLETION_YIELD,
};
struct Token {
@ -433,7 +446,10 @@ public:
uint16_t line;
};
static String get_operator_text(Operator p_op);
static String get_token_text(Token p_token);
static bool is_token_datatype(TokenType p_type);
static DataType get_token_datatype(TokenType p_type);
static bool is_token_precision(TokenType p_type);
@ -442,8 +458,16 @@ public:
static bool is_token_nonvoid_datatype(TokenType p_type);
static bool is_token_operator(TokenType p_type);
static bool convert_constant(ConstantNode* p_constant, DataType p_to_type,ConstantNode::Value *p_value=NULL);
static DataType get_scalar_type(DataType p_type);
static bool is_scalar_type(DataType p_type);
static void get_keyword_list(List<String> *r_keywords);
private:
struct KeyWord { TokenType token; const char *text;};
static const KeyWord keyword_list[];
bool error_set;
String error_str;
int error_line;
@ -452,10 +476,29 @@ private:
int char_idx;
int tk_line;
struct TkPos {
int char_idx;
int tk_line;
};
TkPos _get_tkpos() {
TkPos tkp;
tkp.char_idx=char_idx;
tkp.tk_line=tk_line;
return tkp;
}
void _set_tkpos(TkPos p_pos) {
char_idx=p_pos.char_idx;
tk_line=p_pos.tk_line;
}
void _set_error(const String& p_str) {
if (error_set)
return;
error_line=tk_line;
error_set=true;
error_str=p_str;
}
@ -485,7 +528,7 @@ private:
bool _validate_operator(OperatorNode *p_op,DataType *r_ret_type=NULL);
struct IntrinsicFuncDef {
struct BuiltinFuncDef {
enum { MAX_ARGS=5 };
const char* name;
@ -494,11 +537,20 @@ private:
};
CompletionType completion_type;
int completion_line;
BlockNode *completion_block;
DataType completion_base;
StringName completion_function;
int completion_argument;
static const IntrinsicFuncDef intrinsic_func_defs[];
bool _get_completable_identifier(BlockNode *p_block, CompletionType p_type, StringName& identifier);
static const BuiltinFuncDef builtin_func_defs[];
bool _validate_function_call(BlockNode* p_block, OperatorNode *p_func,DataType *r_ret_type);
bool _parse_function_arguments(BlockNode *p_block, const Map<StringName,DataType> &p_builtin_types, OperatorNode* p_func);
bool _parse_function_arguments(BlockNode *p_block, const Map<StringName,DataType> &p_builtin_types, OperatorNode* p_func, int *r_complete_arg=NULL);
Node* _parse_expression(BlockNode *p_block, const Map<StringName,DataType> &p_builtin_types);
@ -516,10 +568,16 @@ public:
void clear();
Error compile(const String& p_code,const Map< StringName, Map<StringName,DataType> > &p_functions,const Set<String>& p_render_modes);
Error complete(const String& p_code,const Map< StringName, Map<StringName,DataType> > &p_functions,const Set<String>& p_render_modes,List<String>* r_options,String& r_call_hint);
String get_error_text();
int get_error_line();
static String lex_debug(const String& p_code);
ShaderNode *get_shader();
String token_debug(const String& p_code);
ShaderLanguage();
~ShaderLanguage();

View file

@ -0,0 +1,99 @@
#include "shader_types.h"
const Map< StringName, Map<StringName,ShaderLanguage::DataType> >& ShaderTypes::get_functions(VS::ShaderMode p_mode) {
return shader_modes[p_mode].functions;
}
const Set<String>& ShaderTypes::get_modes(VS::ShaderMode p_mode) {
return shader_modes[p_mode].modes;
}
ShaderTypes *ShaderTypes::singleton=NULL;
ShaderTypes::ShaderTypes()
{
singleton=this;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_VERTEX"]=ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_NORMAL"]=ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_TANGENT"]=ShaderLanguage::TYPE_VEC4;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_BONES"]=ShaderLanguage::TYPE_IVEC4;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_WEIGHTS"]=ShaderLanguage::TYPE_VEC4;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["POSITION"]=ShaderLanguage::TYPE_VEC4 ;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["VERTEX"]=ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["NORMAL"]=ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["TANGENT"]=ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["BINORMAL"]=ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["UV"]=ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["UV2"]=ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["COLOR"]=ShaderLanguage::TYPE_VEC4;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["POINT_SIZE"]=ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["INSTANCE_ID"]=ShaderLanguage::TYPE_INT;
//builtins
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["WORLD_MATRIX"]=ShaderLanguage::TYPE_MAT4;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["INV_CAMERA_MATRIX"]=ShaderLanguage::TYPE_MAT4;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["PROJECTION_MATRIX"]=ShaderLanguage::TYPE_MAT4;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["TIME"]=ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["VIEWPORT_SIZE"]=ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["VERTEX"]=ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["FRAGCOORD"]=ShaderLanguage::TYPE_VEC4;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["FRONT_FACING"]=ShaderLanguage::TYPE_BOOL;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMAL"]=ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["TANGENT"]=ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["BINORMAL"]=ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMALMAP"]=ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMALMAP_DEPTH"]=ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["UV"]=ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["UV2"]=ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["COLOR"]=ShaderLanguage::TYPE_VEC4;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMAL"]=ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ALBEDO"]=ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ALPHA"]=ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["METAL"]=ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ROUGH"]=ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["EMISSION"]=ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SPECIAL"]=ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["DISCARD"]=ShaderLanguage::TYPE_BOOL;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["POINT_COORD"]=ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["WORLD_MATRIX"]=ShaderLanguage::TYPE_MAT4;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["INV_CAMERA_MATRIX"]=ShaderLanguage::TYPE_MAT4;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["PROJECTION_MATRIX"]=ShaderLanguage::TYPE_MAT4;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["TIME"]=ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["VIEWPORT_SIZE"]=ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_mix");
shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_add");
shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_sub");
shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_mul");
shader_modes[VS::SHADER_SPATIAL].modes.insert("special_glow");
shader_modes[VS::SHADER_SPATIAL].modes.insert("special_subsurf");
shader_modes[VS::SHADER_SPATIAL].modes.insert("special_specular");
shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_opaque");
shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_always");
shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_never");
shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_alpha_prepass");
shader_modes[VS::SHADER_SPATIAL].modes.insert("cull_front");
shader_modes[VS::SHADER_SPATIAL].modes.insert("cull_back");
shader_modes[VS::SHADER_SPATIAL].modes.insert("cull_disable");
shader_modes[VS::SHADER_SPATIAL].modes.insert("lightmap_on_uv2");
shader_modes[VS::SHADER_SPATIAL].modes.insert("unshaded");
shader_modes[VS::SHADER_SPATIAL].modes.insert("ontop");
shader_modes[VS::SHADER_SPATIAL].modes.insert("vertex_model_space");
shader_modes[VS::SHADER_SPATIAL].modes.insert("vertex_camera_space");
}

View file

@ -0,0 +1,27 @@
#ifndef SHADERTYPES_H
#define SHADERTYPES_H
#include "shader_language.h"
#include "servers/visual_server.h"
class ShaderTypes {
struct Type {
Map< StringName, Map<StringName,ShaderLanguage::DataType> > functions;
Set<String> modes;
};
Map<VS::ShaderMode,Type> shader_modes;
static ShaderTypes *singleton;
public:
static ShaderTypes *get_singleton() { return singleton; }
const Map< StringName, Map<StringName,ShaderLanguage::DataType> >& get_functions(VS::ShaderMode p_mode);
const Set<String>& get_modes(VS::ShaderMode p_mode);
ShaderTypes();
};
#endif // SHADERTYPES_H

View file

@ -6540,9 +6540,10 @@ EditorNode::EditorNode() {
//more visually meaningful to have this later
raise_bottom_panel_item(AnimationPlayerEditor::singleton);
add_editor_plugin( memnew( ShaderEditorPlugin(this) ) );
/* add_editor_plugin( memnew( ShaderGraphEditorPlugin(this,true) ) );
add_editor_plugin( memnew( ShaderGraphEditorPlugin(this,false) ) );
add_editor_plugin( memnew( ShaderEditorPlugin(this,true) ) );
add_editor_plugin( memnew( ShaderEditorPlugin(this,false) ) );*/
add_editor_plugin( memnew( CameraEditorPlugin(this) ) );
add_editor_plugin( memnew( SampleEditorPlugin(this) ) );

View file

@ -37,8 +37,8 @@
#include "tools/editor/editor_node.h"
#include "tools/editor/property_editor.h"
#include "os/os.h"
#include "servers/visual/shader_types.h"
#if 0
/*** SETTINGS EDITOR ****/
@ -51,19 +51,14 @@ Ref<Shader> ShaderTextEditor::get_edited_shader() const {
return shader;
}
void ShaderTextEditor::set_edited_shader(const Ref<Shader>& p_shader,ShaderLanguage::ShaderType p_type) {
void ShaderTextEditor::set_edited_shader(const Ref<Shader>& p_shader) {
shader=p_shader;
type=p_type;
_load_theme_settings();
if (p_type==ShaderLanguage::SHADER_MATERIAL_LIGHT || p_type==ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT)
get_text_edit()->set_text(shader->get_light_code());
else if (p_type==ShaderLanguage::SHADER_MATERIAL_VERTEX || p_type==ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX)
get_text_edit()->set_text(shader->get_vertex_code());
else
get_text_edit()->set_text(shader->get_fragment_code());
get_text_edit()->set_text(p_shader->get_code());
_line_col_changed();
@ -104,7 +99,25 @@ void ShaderTextEditor::_load_theme_settings() {
List<String> keywords;
ShaderLanguage::get_keyword_list(type,&keywords);
ShaderLanguage::get_keyword_list(&keywords);
if (shader.is_valid()) {
for(const Map< StringName, Map<StringName,ShaderLanguage::DataType> >::Element *E=ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())).front();E;E=E->next()) {
for (const Map<StringName,ShaderLanguage::DataType>::Element *F=E->get().front();F;F=F->next()) {
keywords.push_back(F->key());
}
}
for(const Set<String>::Element *E =ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())).front();E;E=E->next()) {
keywords.push_back(E->get());
}
}
for(List<String>::Element *E=keywords.front();E;E=E->next()) {
@ -142,22 +155,34 @@ void ShaderTextEditor::_load_theme_settings() {
}
void ShaderTextEditor::_code_complete_script(const String& p_code, List<String>* r_options) {
print_line("code complete");
ShaderLanguage sl;
String calltip;
Error err = sl.complete(p_code,ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())),ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())),r_options,calltip);
if (calltip!="") {
get_text_edit()->set_code_hint(calltip);
}
}
void ShaderTextEditor::_validate_script() {
String errortxt;
int line,col;
String code=get_text_edit()->get_text();
//List<StringName> params;
//shader->get_param_list(&params);
Error err = ShaderLanguage::compile(code,type,NULL,NULL,&errortxt,&line,&col);
ShaderLanguage sl;
Error err = sl.compile(code,ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())),ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())));
if (err!=OK) {
String error_text="error("+itos(line+1)+","+itos(col)+"): "+errortxt;
String error_text="error("+itos(sl.get_error_line())+"): "+sl.get_error_text();
set_error(error_text);
get_text_edit()->set_line_as_marked(line,true);
get_text_edit()->set_line_as_marked(sl.get_error_line(),true);
} else {
for(int i=0;i<get_text_edit()->get_line_count();i++)
@ -187,9 +212,7 @@ ShaderTextEditor::ShaderTextEditor() {
void ShaderEditor::_menu_option(int p_option) {
ShaderTextEditor *current = tab_container->get_current_tab_control()->cast_to<ShaderTextEditor>();
if (!current)
return;
ShaderTextEditor *current = shader_editor;
switch(p_option) {
case EDIT_UNDO: {
@ -245,24 +268,11 @@ void ShaderEditor::_menu_option(int p_option) {
}
}
void ShaderEditor::_tab_changed(int p_which) {
ShaderTextEditor *shader_editor = tab_container->get_tab_control(p_which)->cast_to<ShaderTextEditor>();
if (shader_editor && is_inside_tree())
shader_editor->get_text_edit()->grab_focus();
ensure_select_current();
}
void ShaderEditor::_notification(int p_what) {
if (p_what==NOTIFICATION_ENTER_TREE) {
close->set_normal_texture( get_icon("Close","EditorIcons"));
close->set_hover_texture( get_icon("CloseHover","EditorIcons"));
close->set_pressed_texture( get_icon("Close","EditorIcons"));
close->connect("pressed",this,"_close_callback");
}
if (p_what==NOTIFICATION_DRAW) {
@ -365,57 +375,31 @@ void ShaderEditor::clear() {
void ShaderEditor::_params_changed() {
fragment_editor->_validate_script();
vertex_editor->_validate_script();
light_editor->_validate_script();
shader_editor->_validate_script();
}
void ShaderEditor::_editor_settings_changed() {
vertex_editor->get_text_edit()->set_auto_brace_completion(EditorSettings::get_singleton()->get("text_editor/auto_brace_complete"));
vertex_editor->get_text_edit()->set_scroll_pass_end_of_file(EditorSettings::get_singleton()->get("text_editor/scroll_past_end_of_file"));
vertex_editor->get_text_edit()->set_tab_size(EditorSettings::get_singleton()->get("text_editor/tab_size"));
vertex_editor->get_text_edit()->set_draw_tabs(EditorSettings::get_singleton()->get("text_editor/draw_tabs"));
vertex_editor->get_text_edit()->set_show_line_numbers(EditorSettings::get_singleton()->get("text_editor/show_line_numbers"));
vertex_editor->get_text_edit()->set_syntax_coloring(EditorSettings::get_singleton()->get("text_editor/syntax_highlighting"));
vertex_editor->get_text_edit()->set_highlight_all_occurrences(EditorSettings::get_singleton()->get("text_editor/highlight_all_occurrences"));
vertex_editor->get_text_edit()->cursor_set_blink_enabled(EditorSettings::get_singleton()->get("text_editor/caret_blink"));
vertex_editor->get_text_edit()->cursor_set_blink_speed(EditorSettings::get_singleton()->get("text_editor/caret_blink_speed"));
vertex_editor->get_text_edit()->add_constant_override("line_spacing", EditorSettings::get_singleton()->get("text_editor/line_spacing"));
vertex_editor->get_text_edit()->cursor_set_block_mode(EditorSettings::get_singleton()->get("text_editor/block_caret"));
shader_editor->get_text_edit()->set_auto_brace_completion(EditorSettings::get_singleton()->get("text_editor/auto_brace_complete"));
shader_editor->get_text_edit()->set_scroll_pass_end_of_file(EditorSettings::get_singleton()->get("text_editor/scroll_past_end_of_file"));
shader_editor->get_text_edit()->set_tab_size(EditorSettings::get_singleton()->get("text_editor/tab_size"));
shader_editor->get_text_edit()->set_draw_tabs(EditorSettings::get_singleton()->get("text_editor/draw_tabs"));
shader_editor->get_text_edit()->set_show_line_numbers(EditorSettings::get_singleton()->get("text_editor/show_line_numbers"));
shader_editor->get_text_edit()->set_syntax_coloring(EditorSettings::get_singleton()->get("text_editor/syntax_highlighting"));
shader_editor->get_text_edit()->set_highlight_all_occurrences(EditorSettings::get_singleton()->get("text_editor/highlight_all_occurrences"));
shader_editor->get_text_edit()->cursor_set_blink_enabled(EditorSettings::get_singleton()->get("text_editor/caret_blink"));
shader_editor->get_text_edit()->cursor_set_blink_speed(EditorSettings::get_singleton()->get("text_editor/caret_blink_speed"));
shader_editor->get_text_edit()->add_constant_override("line_spacing", EditorSettings::get_singleton()->get("text_editor/line_spacing"));
shader_editor->get_text_edit()->cursor_set_block_mode(EditorSettings::get_singleton()->get("text_editor/block_caret"));
fragment_editor->get_text_edit()->set_auto_brace_completion(EditorSettings::get_singleton()->get("text_editor/auto_brace_complete"));
fragment_editor->get_text_edit()->set_scroll_pass_end_of_file(EditorSettings::get_singleton()->get("text_editor/scroll_past_end_of_file"));
fragment_editor->get_text_edit()->set_tab_size(EditorSettings::get_singleton()->get("text_editor/tab_size"));
fragment_editor->get_text_edit()->set_draw_tabs(EditorSettings::get_singleton()->get("text_editor/draw_tabs"));
fragment_editor->get_text_edit()->set_show_line_numbers(EditorSettings::get_singleton()->get("text_editor/show_line_numbers"));
fragment_editor->get_text_edit()->set_syntax_coloring(EditorSettings::get_singleton()->get("text_editor/syntax_highlighting"));
fragment_editor->get_text_edit()->set_highlight_all_occurrences(EditorSettings::get_singleton()->get("text_editor/highlight_all_occurrences"));
fragment_editor->get_text_edit()->cursor_set_blink_enabled(EditorSettings::get_singleton()->get("text_editor/caret_blink"));
fragment_editor->get_text_edit()->cursor_set_blink_speed(EditorSettings::get_singleton()->get("text_editor/caret_blink_speed"));
fragment_editor->get_text_edit()->add_constant_override("line_spacing", EditorSettings::get_singleton()->get("text_editor/line_spacing"));
fragment_editor->get_text_edit()->cursor_set_block_mode(EditorSettings::get_singleton()->get("text_editor/block_caret"));
light_editor->get_text_edit()->set_auto_brace_completion(EditorSettings::get_singleton()->get("text_editor/auto_brace_complete"));
light_editor->get_text_edit()->set_scroll_pass_end_of_file(EditorSettings::get_singleton()->get("text_editor/scroll_past_end_of_file"));
light_editor->get_text_edit()->set_tab_size(EditorSettings::get_singleton()->get("text_editor/tab_size"));
light_editor->get_text_edit()->set_draw_tabs(EditorSettings::get_singleton()->get("text_editor/draw_tabs"));
light_editor->get_text_edit()->set_show_line_numbers(EditorSettings::get_singleton()->get("text_editor/show_line_numbers"));
light_editor->get_text_edit()->set_syntax_coloring(EditorSettings::get_singleton()->get("text_editor/syntax_highlighting"));
light_editor->get_text_edit()->set_highlight_all_occurrences(EditorSettings::get_singleton()->get("text_editor/highlight_all_occurrences"));
light_editor->get_text_edit()->cursor_set_blink_enabled(EditorSettings::get_singleton()->get("text_editor/caret_blink"));
light_editor->get_text_edit()->cursor_set_blink_speed(EditorSettings::get_singleton()->get("text_editor/caret_blink_speed"));
light_editor->get_text_edit()->add_constant_override("line_spacing", EditorSettings::get_singleton()->get("text_editor/line_spacing"));
light_editor->get_text_edit()->cursor_set_block_mode(EditorSettings::get_singleton()->get("text_editor/block_caret"));
}
void ShaderEditor::_bind_methods() {
ObjectTypeDB::bind_method("_editor_settings_changed",&ShaderEditor::_editor_settings_changed);
ObjectTypeDB::bind_method("_tab_changed",&ShaderEditor::_tab_changed);
ObjectTypeDB::bind_method("_menu_option",&ShaderEditor::_menu_option);
ObjectTypeDB::bind_method("_params_changed",&ShaderEditor::_params_changed);
ObjectTypeDB::bind_method("_close_callback",&ShaderEditor::_close_callback);
ObjectTypeDB::bind_method("apply_shaders",&ShaderEditor::apply_shaders);
// ObjectTypeDB::bind_method("_close_current_tab",&ShaderEditor::_close_current_tab);
}
@ -441,16 +425,7 @@ void ShaderEditor::edit(const Ref<Shader>& p_shader) {
shader=p_shader;
if (shader->get_mode()==Shader::MODE_MATERIAL) {
vertex_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_MATERIAL_VERTEX);
fragment_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_MATERIAL_FRAGMENT);
light_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_LIGHT);
} else if (shader->get_mode()==Shader::MODE_CANVAS_ITEM) {
vertex_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX);
fragment_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT);
light_editor->set_edited_shader(shader,ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT);
}
shader_editor->set_edited_shader(p_shader);
//vertex_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_VERTEX);
// see if already has it
@ -474,35 +449,21 @@ void ShaderEditor::apply_shaders() {
if (shader.is_valid()) {
shader->set_code(vertex_editor->get_text_edit()->get_text(),fragment_editor->get_text_edit()->get_text(),light_editor->get_text_edit()->get_text(),0,0);
shader->set_code(shader_editor->get_text_edit()->get_text());
shader->set_edited(true);
}
}
void ShaderEditor::_close_callback() {
hide();
}
ShaderEditor::ShaderEditor() {
tab_container = memnew( TabContainer );
add_child(tab_container);
tab_container->set_area_as_parent_rect();
tab_container->set_begin(Point2(0,0));
//tab_container->set_begin(Point2(0,0));
close = memnew( TextureButton );
close->set_anchor_and_margin(MARGIN_LEFT,ANCHOR_END,20);
close->set_anchor_and_margin(MARGIN_RIGHT,ANCHOR_END,4);
close->set_anchor_and_margin(MARGIN_TOP,ANCHOR_BEGIN,2);
add_child(close);
HBoxContainer *hbc = memnew( HBoxContainer);
add_child(hbc);
edit_menu = memnew( MenuButton );
add_child(edit_menu);
hbc->add_child(edit_menu);
edit_menu->set_pos(Point2(5,-1));
edit_menu->set_text(TTR("Edit"));
edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/undo", TTR("Undo"), KEY_MASK_CMD|KEY_Z), EDIT_UNDO);
@ -517,7 +478,7 @@ ShaderEditor::ShaderEditor() {
search_menu = memnew( MenuButton );
add_child(search_menu);
hbc->add_child(search_menu);
search_menu->set_pos(Point2(38,-1));
search_menu->set_text(TTR("Search"));
search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find", TTR("Find.."), KEY_MASK_CMD|KEY_F), SEARCH_FIND);
@ -530,34 +491,15 @@ ShaderEditor::ShaderEditor() {
search_menu->get_popup()->connect("item_pressed", this,"_menu_option");
tab_container->connect("tab_changed", this,"_tab_changed");
erase_tab_confirm = memnew( ConfirmationDialog );
add_child(erase_tab_confirm);
erase_tab_confirm->connect("confirmed", this,"_close_current_tab");
goto_line_dialog = memnew(GotoLineDialog);
add_child(goto_line_dialog);
vertex_editor = memnew( ShaderTextEditor );
tab_container->add_child(vertex_editor);
vertex_editor->set_name(TTR("Vertex"));
fragment_editor = memnew( ShaderTextEditor );
tab_container->add_child(fragment_editor);
fragment_editor->set_name(TTR("Fragment"));
light_editor = memnew( ShaderTextEditor );
tab_container->add_child(light_editor);
light_editor->set_name(TTR("Lighting"));
tab_container->set_current_tab(1);
shader_editor = memnew( ShaderTextEditor );
add_child(shader_editor);
shader_editor->set_v_size_flags(SIZE_EXPAND_FILL);
vertex_editor->connect("script_changed", this,"apply_shaders");
fragment_editor->connect("script_changed", this,"apply_shaders");
light_editor->connect("script_changed", this,"apply_shaders");
shader_editor->connect("script_changed", this,"apply_shaders");
EditorSettings::get_singleton()->connect("settings_changed",this,"_editor_settings_changed");
_editor_settings_changed();
@ -567,15 +509,7 @@ ShaderEditor::ShaderEditor() {
void ShaderEditorPlugin::edit(Object *p_object) {
Shader* s = p_object->cast_to<Shader>();
if (!s || s->cast_to<ShaderGraph>()) {
shader_editor->hide(); //Dont edit ShaderGraph
return;
}
if (_2d && s->get_mode()==Shader::MODE_CANVAS_ITEM)
shader_editor->edit(s);
else if (!_2d && s->get_mode()==Shader::MODE_MATERIAL)
shader_editor->edit(s);
shader_editor->edit(s);
}
@ -583,24 +517,25 @@ bool ShaderEditorPlugin::handles(Object *p_object) const {
bool handles = true;
Shader *shader=p_object->cast_to<Shader>();
if (!shader || shader->cast_to<ShaderGraph>()) // Dont handle ShaderGraph's
handles = false;
if (handles && _2d)
handles = shader->get_mode()==Shader::MODE_CANVAS_ITEM;
else if (handles && !_2d)
return shader->get_mode()==Shader::MODE_MATERIAL;
//if (!shader || shader->cast_to<ShaderGraph>()) // Dont handle ShaderGraph's
// handles = false;
if (!handles)
shader_editor->hide();
return handles;
return shader!=NULL;
}
void ShaderEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
shader_editor->show();
button->show();
editor->make_bottom_panel_item_visible(shader_editor);
} else {
button->hide();
if (shader_editor->is_visible())
editor->hide_bottom_panel();
shader_editor->apply_shaders();
}
}
@ -634,19 +569,14 @@ void ShaderEditorPlugin::apply_changes() {
shader_editor->apply_shaders();
}
ShaderEditorPlugin::ShaderEditorPlugin(EditorNode *p_node, bool p_2d) {
ShaderEditorPlugin::ShaderEditorPlugin(EditorNode *p_node) {
editor=p_node;
shader_editor = memnew( ShaderEditor );
_2d=p_2d;
if (p_2d)
add_control_to_container(CONTAINER_CANVAS_EDITOR_BOTTOM,shader_editor);
else
add_control_to_container(CONTAINER_SPATIAL_EDITOR_BOTTOM,shader_editor);
// editor->get_viewport()->add_child(shader_editor);
// shader_editor->set_area_as_parent_rect();
shader_editor->hide();
shader_editor->set_custom_minimum_size(Size2(0,300));
button=editor->add_bottom_panel_item("Shader",shader_editor);
}
@ -654,4 +584,4 @@ ShaderEditorPlugin::ShaderEditorPlugin(EditorNode *p_node, bool p_2d) {
ShaderEditorPlugin::~ShaderEditorPlugin() {
}
#endif

View file

@ -38,33 +38,34 @@
#include "scene/resources/shader.h"
#include "servers/visual/shader_language.h"
#if 0
class ShaderTextEditor : public CodeTextEditor {
OBJ_TYPE( ShaderTextEditor, CodeTextEditor );
Ref<Shader> shader;
ShaderLanguage::ShaderType type;
protected:
static void _bind_methods();
virtual void _load_theme_settings();
virtual void _code_complete_script(const String& p_code, List<String>* r_options);
public:
virtual void _validate_script();
Ref<Shader> get_edited_shader() const;
void set_edited_shader(const Ref<Shader>& p_shader,ShaderLanguage::ShaderType p_type);
void set_edited_shader(const Ref<Shader>& p_shader);
ShaderTextEditor();
};
class ShaderEditor : public Control {
class ShaderEditor : public VBoxContainer {
OBJ_TYPE(ShaderEditor, Control );
OBJ_TYPE(ShaderEditor, VBoxContainer );
enum {
@ -88,22 +89,17 @@ class ShaderEditor : public Control {
MenuButton *settings_menu;
uint64_t idle;
TabContainer *tab_container;
GotoLineDialog *goto_line_dialog;
ConfirmationDialog *erase_tab_confirm;
TextureButton *close;
ShaderTextEditor *vertex_editor;
ShaderTextEditor *fragment_editor;
ShaderTextEditor *light_editor;
ShaderTextEditor *shader_editor;
void _tab_changed(int p_which);
void _menu_option(int p_optin);
void _params_changed();
mutable Ref<Shader> shader;
void _close_callback();
void _editor_settings_changed();
@ -134,6 +130,8 @@ class ShaderEditorPlugin : public EditorPlugin {
bool _2d;
ShaderEditor *shader_editor;
EditorNode *editor;
Button *button;
public:
virtual String get_name() const { return "Shader"; }
@ -150,10 +148,9 @@ public:
virtual void save_external_data();
virtual void apply_changes();
ShaderEditorPlugin(EditorNode *p_node,bool p_2d);
ShaderEditorPlugin(EditorNode *p_node);
~ShaderEditorPlugin();
};
#endif
#endif