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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-05-23 16:21:30 +0200
committerGitHub <noreply@github.com>2022-05-23 16:21:30 +0200
commita76db34592758ffa6855839b785f0bd4f66757bb (patch)
tree9db220dd0143913cf414b89d9ab80cf7f5b8fb4d /scene/resources
parent3771919f5d4971ab01b3faa1266cb9be37c683f4 (diff)
parent0778c7a19ef63cfc60a8f211782a941da82be7ae (diff)
Merge pull request #61314 from Chaosus/vs_fix_conversion_bug
Fix connection of subports after uniform->constant conversion in visual shader
Diffstat (limited to 'scene/resources')
-rw-r--r--scene/resources/visual_shader.cpp42
1 files changed, 42 insertions, 0 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index 18bb0ff01d..47bb1b264c 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -910,6 +910,48 @@ void VisualShader::replace_node(Type p_type, int p_id, const StringName &p_new_c
return;
}
VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(p_new_class));
+ VisualShaderNode *prev_vsn = g->nodes[p_id].node.ptr();
+
+ // Update connection data.
+ for (int i = 0; i < vsn->get_output_port_count(); i++) {
+ if (i < prev_vsn->get_output_port_count()) {
+ if (prev_vsn->is_output_port_connected(i)) {
+ vsn->set_output_port_connected(i, true);
+ }
+
+ if (prev_vsn->is_output_port_expandable(i) && prev_vsn->_is_output_port_expanded(i) && vsn->is_output_port_expandable(i)) {
+ vsn->_set_output_port_expanded(i, true);
+
+ int component_count = 0;
+ switch (prev_vsn->get_output_port_type(i)) {
+ case VisualShaderNode::PORT_TYPE_VECTOR_2D:
+ component_count = 2;
+ break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D:
+ component_count = 3;
+ break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D:
+ component_count = 4;
+ break;
+ default:
+ break;
+ }
+
+ for (int j = 0; j < component_count; j++) {
+ int sub_port = i + 1 + j;
+
+ if (prev_vsn->is_output_port_connected(sub_port)) {
+ vsn->set_output_port_connected(sub_port, true);
+ }
+ }
+
+ i += component_count;
+ }
+ } else {
+ break;
+ }
+ }
+
vsn->connect("changed", callable_mp(this, &VisualShader::_queue_update));
g->nodes[p_id].node = Ref<VisualShaderNode>(vsn);