/*************************************************************************/ /* shader_graph_editor_plugin.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /*************************************************************************/ #include "shader_graph_editor_plugin.h" #if 0 #include "scene/gui/menu_button.h" #include "scene/gui/panel.h" class _ShaderTester : public ShaderCodeGenerator { public: Set *_set; virtual void begin() {} virtual Error add_node(VS::ShaderNodeType p_type,int p_node_pos,int p_id,const Variant& p_param,const Vector& p_in_connections,const Vector& p_out_connections,const Vector& p_out_connection_outputs) { if (_set) _set->insert(p_id); return OK; } virtual void end() {} _ShaderTester() { _set=NULL; } }; void ShaderEditor::edit(Ref p_shader) { shader=p_shader; if (shader.is_null()) hide(); else { _read_shader_graph(); } } Size2 ShaderEditor::_get_maximum_size() { Size2 max; for(List::Element *E=order.front();E;E=E->next()) { Point2 pos = Point2( shader_graph.node_get_pos_x(E->get()), shader_graph.node_get_pos_y(E->get()) ); if (click_type==CLICK_NODE && click_node==E->get()) { pos+=click_motion-click_pos; } pos+=get_node_size(E->get()); if (pos.x>max.x) max.x=pos.x; if (pos.y>max.y) max.y=pos.y; } return max; } Size2 ShaderEditor::get_node_size(int p_node) const { VisualServer::ShaderNodeType type=shader_graph.node_get_type(p_node); Ref style = get_stylebox("panel","PopupMenu"); Ref font = get_font("font","PopupMenu"); Color font_color = get_color("font_color","PopupMenu"); Size2 size = style->get_minimum_size(); int count=1; // title count += VisualServer::shader_get_input_count( type) + VisualServer::shader_get_output_count( type); float max_w=font->get_string_size( VisualServer::shader_node_get_type_info(type).name ).width; for(int i=0;iget_string_size( VisualServer::shader_get_input_name(type,i) ).width ); for(int i=0;iget_string_size( VisualServer::shader_get_output_name(type,i) ).width ); switch(type) { case VS::NODE_IN: case VS::NODE_OUT: case VS::NODE_VEC_IN: case VS::NODE_VEC_OUT: case VS::NODE_PARAMETER: case VS::NODE_VEC_PARAMETER: case VS::NODE_COLOR_PARAMETER: case VS::NODE_TEXTURE_PARAMETER: case VS::NODE_TEXTURE_2D_PARAMETER: case VS::NODE_TEXTURE_CUBE_PARAMETER: case VS::NODE_TRANSFORM_PARAMETER: case VS::NODE_LABEL: { max_w=MAX( max_w, font->get_string_size( shader_graph.node_get_param(p_node) ).width ); count++; } break; case VS::NODE_TIME: case VS::NODE_CONSTANT: case VS::NODE_VEC_CONSTANT: case VS::NODE_COLOR_CONSTANT: case VS::NODE_TRANSFORM_CONSTANT: { count++; } break; case VS::NODE_TEXTURE: case VS::NODE_VEC_TEXTURE_2D: case VS::NODE_VEC_TEXTURE_CUBE: { RefPtr res = shader_graph.node_get_param(p_node); Ref texture = res; if (texture.is_null() || texture->get_width()==0) { size.y+=max_w; } else { size.y+=max_w * texture->get_height() / texture->get_width(); } } break; default: {} } size.x+=max_w; size.y+=count*(font->get_height()+get_constant("vseparation","PopupMenu")); return size; } Error ShaderEditor::validate_graph() { _ShaderTester st; active_nodes.clear(); st._set=&active_nodes; return shader_graph.generate(&st); } void ShaderEditor::_draw_node(int p_node) { VisualServer::ShaderNodeType type=shader_graph.node_get_type(p_node); Ref style = active_nodes.has(p_node)?get_stylebox("panel","PopupMenu"):get_stylebox("panel_disabled","PopupMenu"); Ref font = get_font("font","PopupMenu"); Color font_color = get_color("font_color","PopupMenu"); Color font_color_title = get_color("font_color_hover","PopupMenu"); Size2 size=get_node_size(p_node); Point2 pos = Point2( shader_graph.node_get_pos_x(p_node), shader_graph.node_get_pos_y(p_node) )-offset; if (click_type==CLICK_NODE && click_node==p_node) { pos+=click_motion-click_pos; } RID ci = get_canvas_item(); style->draw(ci,Rect2(pos,size)); Point2 ofs=style->get_offset()+pos; Point2 ascent=Point2(0,font->get_ascent()); float w = size.width-style->get_minimum_size().width; float h = font->get_height()+get_constant("vseparation","PopupMenu"); font->draw_halign( ci, ofs+ascent, HALIGN_CENTER,w, VisualServer::shader_node_get_type_info(type).name,font_color_title); ofs.y+=h; Ref vec_icon = get_icon("NodeVecSlot","EditorIcons"); Ref real_icon = get_icon("NodeRealSlot","EditorIcons"); float icon_h_ofs = Math::floor(( font->get_height()-vec_icon->get_height())/2.0 )+1; for(int i=0;idraw_halign( ci, ofs+ascent, HALIGN_LEFT,w, name,font_color); Ref icon = VisualServer::shader_is_input_vector(type,i)?vec_icon:real_icon; icon->draw(ci,ofs+Point2(-real_icon->get_width(),icon_h_ofs)); ofs.y+=h; } for(int i=0;idraw_halign( ci, ofs+ascent, HALIGN_RIGHT,w, name,font_color); Ref icon = VisualServer::shader_is_output_vector(type,i)?vec_icon:real_icon; icon->draw(ci,ofs+Point2(w,icon_h_ofs)); ofs.y+=h; } switch(type) { case VS::NODE_IN: case VS::NODE_OUT: case VS::NODE_PARAMETER: case VS::NODE_VEC_IN: case VS::NODE_COLOR_PARAMETER: case VS::NODE_VEC_OUT: case VS::NODE_TEXTURE_PARAMETER: case VS::NODE_TEXTURE_2D_PARAMETER: case VS::NODE_TEXTURE_CUBE_PARAMETER: case VS::NODE_TRANSFORM_CONSTANT: case VS::NODE_TRANSFORM_PARAMETER: case VS::NODE_VEC_PARAMETER: case VS::NODE_LABEL: { String text = shader_graph.node_get_param(p_node); font->draw_halign( ci, ofs+ascent, HALIGN_CENTER,w, text,font_color); } break; case VS::NODE_TIME: case VS::NODE_CONSTANT: { String text = rtos(shader_graph.node_get_param(p_node)); font->draw_halign( ci, ofs+ascent, HALIGN_CENTER,w, text,font_color); } break; case VS::NODE_VEC_CONSTANT: { String text = Vector3(shader_graph.node_get_param(p_node)); font->draw_halign( ci, ofs+ascent, HALIGN_CENTER,w, text,font_color); } break; case VS::NODE_COLOR_CONSTANT: { Color color = shader_graph.node_get_param(p_node); Rect2 r(ofs,Size2(w,h)); VisualServer::get_singleton()->canvas_item_add_rect(ci,r,color); } break; case VS::NODE_TEXTURE: case VS::NODE_VEC_TEXTURE_2D: case VS::NODE_VEC_TEXTURE_CUBE: { Rect2 r(ofs,Size2(w,(pos.y+size.y-style->get_margin(MARGIN_BOTTOM))-ofs.y)); Vector points; Vector uvs; points.resize(4); uvs.resize(4); points[0]=r.pos; points[1]=r.pos+Point2(r.size.x,0); points[2]=r.pos+r.size; points[3]=r.pos+Point2(0,r.size.y); uvs[0]=Point2(0,0); uvs[1]=Point2(1,0); uvs[2]=Point2(1,1); uvs[3]=Point2(0,1); Ref texture = shader_graph.node_get_param(p_node).operator RefPtr(); if (texture.is_null() || texture->get_width()==0) { texture=get_icon("Click2Edit","EditorIcons"); } VisualServer::get_singleton()->canvas_item_add_primitive(ci,points,Vector(),uvs,texture->get_rid()); } break; default: {} } } void ShaderEditor::_node_param_changed() { shader_graph.node_set_param( click_node,property_editor->get_variant() ); update(); _write_shader_graph(); } ShaderEditor::ClickType ShaderEditor::_locate_click(const Point2& p_click,int *p_node_id,int *p_slot_index) const { Ref style = get_stylebox("panel","PopupMenu"); Ref real_icon = get_icon("NodeRealSlot","EditorIcons"); Ref font = get_font("font","PopupMenu"); float h = font->get_height()+get_constant("vseparation","PopupMenu"); float extra_left=MAX( real_icon->get_width()-style->get_margin(MARGIN_LEFT), 0 ); float extra_right=MAX( real_icon->get_width()-style->get_margin(MARGIN_RIGHT), 0 ); for(const List::Element *E=order.back();E;E=E->prev()) { Size2 size=get_node_size(E->get()); size.width+=extra_left+extra_right; Point2 pos = Point2( shader_graph.node_get_pos_x(E->get()), shader_graph.node_get_pos_y(E->get()) )-offset; pos.x-=extra_left; Rect2 rect( pos, size ); if (!rect.has_point(p_click)) continue; VisualServer::ShaderNodeType type=shader_graph.node_get_type(E->get()); if (p_node_id) *p_node_id=E->get(); float y=p_click.y-(pos.y+style->get_margin(MARGIN_TOP)); if (yget_margin(MARGIN_BOTTOM))) return CLICK_PARAMETER; else return CLICK_NODE; } return CLICK_NONE; } Point2 ShaderEditor::_get_slot_pos(int p_node_id,bool p_input,int p_slot) { Ref style = get_stylebox("panel","PopupMenu"); float w = get_node_size(p_node_id).width; Ref font = get_font("font","PopupMenu"); float h = font->get_height()+get_constant("vseparation","PopupMenu"); Ref vec_icon = get_icon("NodeVecSlot","EditorIcons"); Point2 pos = Point2( shader_graph.node_get_pos_x(p_node_id), shader_graph.node_get_pos_y(p_node_id) )-offset; pos+=style->get_offset(); pos.y+=h; if(p_input) { pos.y+=p_slot*h; pos+=Point2( -vec_icon->get_width()/2.0, h/2.0).floor(); return pos; } else { pos.y+=VisualServer::shader_get_input_count( shader_graph.node_get_type(p_node_id ) )*h; } pos.y+=p_slot*h; pos+=Point2( w-style->get_minimum_size().width+vec_icon->get_width()/2.0, h/2.0).floor(); return pos; } void ShaderEditor::_node_edit_property(int p_node) { Ref style = get_stylebox("panel","PopupMenu"); Size2 size = get_node_size(p_node); Point2 pos = Point2( shader_graph.node_get_pos_x(p_node), shader_graph.node_get_pos_y(p_node) )-offset; VisualServer::ShaderNodeType type=shader_graph.node_get_type(p_node); PropertyInfo ph = VisualServer::get_singleton()->shader_node_get_type_info(type); if (ph.type==Variant::NIL) return; if (ph.type==Variant::_RID) ph.type=Variant::OBJECT; property_editor->edit(NULL,ph.name,ph.type,shader_graph.node_get_param(p_node),ph.hint,ph.hint_string); Point2 popup_pos=Point2( pos.x+(size.width-property_editor->get_size().width)/2.0,pos.y+(size.y-style->get_margin(MARGIN_BOTTOM))).floor(); popup_pos+=get_global_pos(); property_editor->set_pos(popup_pos); property_editor->popup(); } bool ShaderEditor::has_point(const Point2& p_point) const { int n,si; return _locate_click(p_point,&n,&si)!=CLICK_NONE; } void ShaderEditor::_input_event(InputEvent p_event) { switch(p_event.type) { case InputEvent::MOUSE_BUTTON: { if (p_event.mouse_button.pressed) { if (p_event.mouse_button.button_index==1) { click_pos=Point2(p_event.mouse_button.x,p_event.mouse_button.y); click_motion=click_pos; click_type = _locate_click(click_pos,&click_node,&click_slot); if( click_type!=CLICK_NONE) { order.erase(click_node); order.push_back(click_node); update(); } switch(click_type) { case CLICK_INPUT_SLOT: { click_pos=_get_slot_pos(click_node,true,click_slot); } break; case CLICK_OUTPUT_SLOT: { click_pos=_get_slot_pos(click_node,false,click_slot); } break; case CLICK_PARAMETER: { //open editor _node_edit_property(click_node); } break; } } if (p_event.mouse_button.button_index==2) { if (click_type!=CLICK_NONE) { click_type=CLICK_NONE; update(); } else { // try to disconnect/remove Point2 rclick_pos=Point2(p_event.mouse_button.x,p_event.mouse_button.y); rclick_type = _locate_click(rclick_pos,&rclick_node,&rclick_slot); if (rclick_type==CLICK_INPUT_SLOT || rclick_type==CLICK_OUTPUT_SLOT) { node_popup->clear(); node_popup->add_item("Disconnect",NODE_DISCONNECT); node_popup->set_pos(rclick_pos); node_popup->popup(); } if (rclick_type==CLICK_NODE) { node_popup->clear(); node_popup->add_item("Remove",NODE_ERASE); node_popup->set_pos(rclick_pos); node_popup->popup(); } } } } else { if (p_event.mouse_button.button_index==1 && click_type!=CLICK_NONE) { switch(click_type) { case CLICK_INPUT_SLOT: case CLICK_OUTPUT_SLOT: { Point2 dst_click_pos=Point2(p_event.mouse_button.x,p_event.mouse_button.y); int id; int slot; ClickType dst_click_type = _locate_click(dst_click_pos,&id,&slot); if (dst_click_type==CLICK_INPUT_SLOT && click_type==CLICK_OUTPUT_SLOT) { shader_graph.connect(click_node,click_slot,id,slot); Error err = validate_graph(); if (err==ERR_CYCLIC_LINK) shader_graph.disconnect(click_node,click_slot,id,slot); _write_shader_graph(); } if (click_type==CLICK_INPUT_SLOT && dst_click_type==CLICK_OUTPUT_SLOT) { shader_graph.connect(id,slot,click_node,click_slot); Error err = validate_graph(); if (err==ERR_CYCLIC_LINK) shader_graph.disconnect(id,slot,click_node,click_slot); _write_shader_graph(); } } break; case CLICK_NODE: { int new_x=shader_graph.node_get_pos_x(click_node)+(click_motion.x-click_pos.x); int new_y=shader_graph.node_get_pos_y(click_node)+(click_motion.y-click_pos.y); shader_graph.node_set_pos(click_node,new_x,new_y); _write_shader_graph(); } break; } click_type=CLICK_NONE; update(); } } } case InputEvent::MOUSE_MOTION: { if (p_event.mouse_motion.button_mask&1 && click_type!=CLICK_NONE) { click_motion=Point2(p_event.mouse_button.x,p_event.mouse_button.y); update(); } } break; } } void ShaderEditor::_notification(int p_what) { switch(p_what) { case NOTIFICATION_DRAW: { _update_scrollbars(); //VisualServer::get_singleton()->canvas_item_add_rect(get_canvas_item(),Rect2(Point2(),get_size()),Color(0,0,0,1)); for(List::Element *E=order.front();E;E=E->next()) { _draw_node(E->get()); } if (click_type==CLICK_INPUT_SLOT || click_type==CLICK_OUTPUT_SLOT) { VisualServer::get_singleton()->canvas_item_add_line(get_canvas_item(),click_pos,click_motion,Color(0.5,1,0.5,0.8),2); } List connections = shader_graph.get_connection_list(); for(List::Element *E=connections.front();E;E=E->next()) { const ShaderGraph::Connection &c=E->get(); Point2 source = _get_slot_pos(c.src_id,false,c.src_slot); Point2 dest = _get_slot_pos(c.dst_id,true,c.dst_slot); bool vec = VisualServer::shader_is_input_vector( shader_graph.node_get_type(c.dst_id), c.dst_slot ); Color col = vec?Color(1,0.5,0.5,0.8):Color(1,1,0.5,0.8); if (click_type==CLICK_NODE && click_node==c.src_id) { source+=click_motion-click_pos; } if (click_type==CLICK_NODE && click_node==c.dst_id) { dest+=click_motion-click_pos; } VisualServer::get_singleton()->canvas_item_add_line(get_canvas_item(),source,dest,col,2); } } break; } } void ShaderEditor::_update_scrollbars() { Size2 size = get_size(); Size2 hmin = h_scroll->get_minimum_size(); Size2 vmin = v_scroll->get_minimum_size(); v_scroll->set_begin( Point2(size.width - vmin.width, 0) ); v_scroll->set_end( Point2(size.width, size.height) ); h_scroll->set_begin( Point2( 0, size.height - hmin.height) ); h_scroll->set_end( Point2(size.width-vmin.width, size.height) ); Size2 min = _get_maximum_size(); if (min.height < size.height - hmin.height) { v_scroll->hide(); offset.y=0; } else { v_scroll->show(); v_scroll->set_max(min.height); v_scroll->set_page(size.height - hmin.height); offset.y=v_scroll->get_val(); } if (min.width < size.width - vmin.width) { h_scroll->hide(); offset.x=0; } else { h_scroll->show(); h_scroll->set_max(min.width); h_scroll->set_page(size.width - vmin.width); offset.x=h_scroll->get_val(); } } void ShaderEditor::_scroll_moved() { offset.x=h_scroll->get_val(); offset.y=v_scroll->get_val(); update(); } void ShaderEditor::_bind_methods() { ObjectTypeDB::bind_method( "_node_menu_item", &ShaderEditor::_node_menu_item ); ObjectTypeDB::bind_method( "_node_add_callback", &ShaderEditor::_node_add_callback ); ObjectTypeDB::bind_method( "_input_event", &ShaderEditor::_input_event ); ObjectTypeDB::bind_method( "_node_param_changed", &ShaderEditor::_node_param_changed ); ObjectTypeDB::bind_method( "_scroll_moved", &ShaderEditor::_scroll_moved ); ObjectTypeDB::bind_method( "_vertex_item", &ShaderEditor::_vertex_item ); ObjectTypeDB::bind_method( "_fragment_item", &ShaderEditor::_fragment_item ); ObjectTypeDB::bind_method( "_post_item", &ShaderEditor::_post_item ); } void ShaderEditor::_read_shader_graph() { shader_graph.clear();; order.clear(); List nodes; shader->get_node_list(&nodes); int larger_id=0; for(List::Element *E=nodes.front();E;E=E->next()) { if (E->get() > larger_id) larger_id = E->get(); shader_graph.node_add( (VS::ShaderNodeType)shader->node_get_type(E->get()), E->get() ); shader_graph.node_set_param( E->get(), shader->node_get_param( E->get() ) ); Point2 pos = shader->node_get_pos(E->get()); shader_graph.node_set_pos( E->get(), pos.x,pos.y ); order.push_back(E->get()); } last_id=larger_id+1; List connections; shader->get_connections(&connections); for(List::Element *E=connections.front();E;E=E->next()) { Shader::Connection &c=E->get(); shader_graph.connect(c.src_id,c.src_slot,c.dst_id,c.dst_slot); } validate_graph(); update(); } void ShaderEditor::_write_shader_graph() { shader->clear(); List nodes; shader_graph.get_node_list(&nodes); for(List::Element *E=nodes.front();E;E=E->next()) { shader->node_add((Shader::NodeType)shader_graph.node_get_type(E->get()),E->get()); shader->node_set_param(E->get(),shader_graph.node_get_param(E->get())); shader->node_set_pos(E->get(),Point2( shader_graph.node_get_pos_x(E->get()),shader_graph.node_get_pos_y(E->get()) ) ); } List connections = shader_graph.get_connection_list(); for(List::Element *E=connections.front();E;E=E->next()) { const ShaderGraph::Connection &c=E->get(); shader->connect(c.src_id,c.src_slot,c.dst_id,c.dst_slot); } } void ShaderEditor::_add_node_from_text(const String& p_text) { ERR_FAIL_COND( p_text.get_slice_count(" ") != 3 ); bool input = p_text.get_slice(" ",0)=="In:"; String name = p_text.get_slice(" ",1); bool vec = p_text.get_slice(" ",2)=="(vec3)"; _node_add( input? ( vec? VisualServer::NODE_VEC_IN : VisualServer::NODE_IN ) : ( vec? VisualServer::NODE_VEC_OUT : VisualServer::NODE_OUT ) ); shader_graph.node_set_param( last_id-1,name ); _write_shader_graph(); } void ShaderEditor::_vertex_item(int p_item) { _add_node_from_text(vertex_popup->get_item_text(p_item)); } void ShaderEditor::_fragment_item(int p_item) { _add_node_from_text(fragment_popup->get_item_text(p_item)); } void ShaderEditor::_post_item(int p_item) { _add_node_from_text(post_popup->get_item_text(p_item)); } void ShaderEditor::_node_menu_item(int p_item) { switch(p_item) { case GRAPH_ADD_NODE: { add_popup->popup_centered_ratio(); validate_graph(); } break; case NODE_DISCONNECT: { if (rclick_type==CLICK_INPUT_SLOT) { List connections = shader_graph.get_connection_list(); for(List::Element *E=connections.front();E;E=E->next()) { const ShaderGraph::Connection &c=E->get(); if( c.dst_id==rclick_node && c.dst_slot==rclick_slot) { shader_graph.disconnect(c.src_id,c.src_slot,c.dst_id,c.dst_slot); } } update(); _write_shader_graph(); validate_graph(); } if (rclick_type==CLICK_OUTPUT_SLOT) { List connections = shader_graph.get_connection_list(); for(List::Element *E=connections.front();E;E=E->next()) { const ShaderGraph::Connection &c=E->get(); if( c.src_id==rclick_node && c.src_slot==rclick_slot) { shader_graph.disconnect(c.src_id,c.src_slot,c.dst_id,c.dst_slot); } } update(); _write_shader_graph(); validate_graph(); } } break; case NODE_ERASE: { order.erase(rclick_node); shader_graph.node_remove(rclick_node); update(); _write_shader_graph(); validate_graph(); } break; case GRAPH_CLEAR: { order.clear(); shader_graph.clear(); last_id=1; last_x=20; last_y=20; update(); _write_shader_graph(); validate_graph(); } break; } } void ShaderEditor::_node_add(VisualServer::ShaderNodeType p_type) { shader_graph.node_add(p_type,last_id ); shader_graph.node_set_pos(last_id ,last_x,last_y); String test_param; switch(p_type) { case VS::NODE_PARAMETER: { test_param="param"; } break; case VS::NODE_VEC_PARAMETER: { test_param="vec"; } break; case VS::NODE_COLOR_PARAMETER: { test_param="color"; } break; case VS::NODE_TEXTURE_PARAMETER: { test_param="tex"; } break; case VS::NODE_TEXTURE_2D_PARAMETER: { test_param="tex2D"; } break; case VS::NODE_TEXTURE_CUBE_PARAMETER: { test_param="cubemap"; } break; case VS::NODE_TRANSFORM_PARAMETER: { test_param="xform"; } break; case VS::NODE_LABEL: { test_param="label"; } break; } if(test_param!="") { int iter=0; List l; shader_graph.get_node_list(&l); bool found; String test; do { iter++; test=test_param; if (iter>1) test+="_"+itos(iter); found=false; for(List::Element *E=l.front();E;E=E->next()) { String param = shader_graph.node_get_param( E->get() ); if (param==test) { found=true; break; } } } while (found); shader_graph.node_set_param(last_id,test); } order.push_back(last_id); last_x+=10; last_y+=10; last_id++; last_x=last_x % (int)get_size().width; last_y=last_y % (int)get_size().height; update(); add_popup->hide();; _write_shader_graph(); } void ShaderEditor::_node_add_callback() { TreeItem * item = add_types->get_selected(); ERR_FAIL_COND(!item); _node_add((VisualServer::ShaderNodeType)(int)item->get_metadata(0)); add_popup->hide() ; } ShaderEditor::ShaderEditor() { set_focus_mode(FOCUS_ALL); Panel* menu_panel = memnew( Panel ); menu_panel->set_anchor( MARGIN_RIGHT, Control::ANCHOR_END ); menu_panel->set_end( Point2(0,22) ); add_child( menu_panel ); PopupMenu *p; List defaults; MenuButton* node_menu = memnew( MenuButton ); node_menu->set_text("Graph"); node_menu->set_pos( Point2( 5,0) ); menu_panel->add_child( node_menu ); p=node_menu->get_popup(); p->add_item("Add Node",GRAPH_ADD_NODE); p->add_separator(); p->add_item("Clear",GRAPH_CLEAR); p->connect("item_pressed", this,"_node_menu_item"); MenuButton* vertex_menu = memnew( MenuButton ); vertex_menu->set_text("Vertex"); vertex_menu->set_pos( Point2( 49,0) ); menu_panel->add_child( vertex_menu ); p=vertex_menu->get_popup(); defaults.clear(); VisualServer::shader_get_default_input_nodes(VisualServer::SHADER_VERTEX,&defaults); int id=0; for(int i=0;iadd_item("In: "+defaults[i].name+(defaults[i].type==Variant::VECTOR3?" (vec3)":" (real)"),id++); } p->add_separator(); id++; defaults.clear(); VisualServer::shader_get_default_output_nodes(VisualServer::SHADER_VERTEX,&defaults); for(int i=0;iadd_item("Out: "+defaults[i].name+(defaults[i].type==Variant::VECTOR3?" (vec3)":" (real)"),id++); } vertex_popup=p; vertex_popup->connect("item_pressed", this,"_vertex_item"); MenuButton* fragment_menu = memnew( MenuButton ); fragment_menu->set_text("Fragment"); fragment_menu->set_pos( Point2( 95 ,0) ); menu_panel->add_child( fragment_menu ); p=fragment_menu->get_popup(); defaults.clear(); VisualServer::shader_get_default_input_nodes(VisualServer::SHADER_FRAGMENT,&defaults); id=0; for(int i=0;iadd_item("In: "+defaults[i].name+(defaults[i].type==Variant::VECTOR3?" (vec3)":" (real)"),id++); } p->add_separator(); id++; defaults.clear(); VisualServer::shader_get_default_output_nodes(VisualServer::SHADER_FRAGMENT,&defaults); for(int i=0;iadd_item("Out: "+defaults[i].name+(defaults[i].type==Variant::VECTOR3?" (vec3)":" (real)"),id++); } fragment_popup=p; fragment_popup->connect("item_pressed", this,"_fragment_item"); MenuButton* post_menu = memnew( MenuButton ); post_menu->set_text("Post"); post_menu->set_pos( Point2( 161,0) ); menu_panel->add_child( post_menu ); p=post_menu->get_popup(); defaults.clear(); VisualServer::shader_get_default_input_nodes(VisualServer::SHADER_POST_PROCESS,&defaults); id=0; for(int i=0;iadd_item("In: "+defaults[i].name+(defaults[i].type==Variant::VECTOR3?" (vec3)":" (real)"),id++); } p->add_separator(); id++; defaults.clear(); VisualServer::shader_get_default_output_nodes(VisualServer::SHADER_POST_PROCESS,&defaults); for(int i=0;iadd_item("Out: "+defaults[i].name+(defaults[i].type==Variant::VECTOR3?" (vec3)":" (real)"),id++); } post_popup=p; post_popup->connect("item_pressed", this,"_post_item"); /* add popup */ add_popup = memnew( Popup ); add_child(add_popup); add_popup->set_as_toplevel(true); Panel *add_panel = memnew( Panel ); add_popup->add_child(add_panel); add_panel->set_area_as_parent_rect(); Label *add_label = memnew (Label ); add_label->set_pos(Point2(5,5)); add_label->set_text("Available Nodes:"); add_panel->add_child(add_label); add_types = memnew( Tree ); add_types->set_anchor( MARGIN_RIGHT, ANCHOR_END ); add_types->set_anchor( MARGIN_BOTTOM, ANCHOR_END ); add_types->set_begin( Point2( 20,25 ) ); add_types->set_end( Point2( 10, 30 ) ); add_types->set_hide_root(true); add_types->set_columns(4); add_types->set_select_mode(Tree::SELECT_ROW); TreeItem *add_types_root = add_types->create_item(NULL); TreeItem *info_item = add_types->create_item(add_types_root); for(int i=0;icreate_item(add_types_root); PropertyInfo prop = VisualServer::shader_node_get_type_info((VisualServer::ShaderNodeType)i); item->set_text(0,prop.name); item->set_text(1,itos(VisualServer::shader_get_input_count((VisualServer::ShaderNodeType)i))); item->set_text(2,itos(VisualServer::shader_get_output_count((VisualServer::ShaderNodeType)i))); String hint = (prop.type==Variant::_RID)?prop.hint_string:Variant::get_type_name(prop.type); item->set_text(3,hint); item->set_metadata(0,i); } info_item->set_text(0,"::NODE::"); info_item->set_custom_color(0,Color(0.6,0.1,0.1)); info_item->set_text(1,"::INPUTS::"); info_item->set_custom_color(1,Color(0.6,0.1,0.1)); info_item->set_text(2,"::OUTPUTS::"); info_item->set_custom_color(2,Color(0.6,0.1,0.1)); info_item->set_text(3,"::PARAM::"); info_item->set_custom_color(3,Color(0.6,0.1,0.1)); info_item->set_selectable(0,false); info_item->set_selectable(1,false); info_item->set_selectable(2,false); info_item->set_selectable(3,false); add_panel->add_child(add_types); add_confirm = memnew( Button ); add_confirm->set_anchor( MARGIN_LEFT, ANCHOR_END ); add_confirm->set_anchor( MARGIN_TOP, ANCHOR_END ); add_confirm->set_anchor( MARGIN_RIGHT, ANCHOR_END ); add_confirm->set_anchor( MARGIN_BOTTOM, ANCHOR_END ); add_confirm->set_begin( Point2( 75, 29 ) ); add_confirm->set_end( Point2( 10, 15 ) ); add_confirm->set_text("Add"); add_panel->add_child(add_confirm); add_confirm->connect("pressed", this,"_node_add_callback"); last_id=1; last_x=20; last_y=20; property_editor = memnew( CustomPropertyEditor ); add_child(property_editor); property_editor->connect("variant_changed", this,"_node_param_changed"); h_scroll = memnew( HScrollBar ); v_scroll = memnew( VScrollBar ); add_child(h_scroll); add_child(v_scroll); h_scroll->connect("value_changed", this,"_scroll_moved"); v_scroll->connect("value_changed", this,"_scroll_moved"); node_popup= memnew(PopupMenu ); add_child(node_popup); node_popup->set_as_toplevel(true); node_popup->connect("item_pressed", this,"_node_menu_item"); } void ShaderEditorPlugin::edit(Object *p_object) { shader_editor->edit(p_object->cast_to()); } bool ShaderEditorPlugin::handles(Object *p_object) const { return p_object->is_type("Shader"); } void ShaderEditorPlugin::make_visible(bool p_visible) { if (p_visible) { shader_editor->show(); shader_editor->set_process(true); } else { shader_editor->hide(); shader_editor->set_process(false); } } ShaderEditorPlugin::ShaderEditorPlugin(EditorNode *p_node) { editor=p_node; shader_editor = memnew( ShaderEditor ); editor->get_viewport()->add_child(shader_editor); shader_editor->set_area_as_parent_rect(); shader_editor->hide(); } ShaderEditorPlugin::~ShaderEditorPlugin() { } #endif