diff options
-rw-r--r-- | doc/classes/Camera.xml | 2 | ||||
-rw-r--r-- | doc/classes/Path2D.xml | 1 | ||||
-rw-r--r-- | doc/classes/Vector2.xml | 2 | ||||
-rw-r--r-- | editor/plugins/visual_shader_editor_plugin.cpp | 160 | ||||
-rw-r--r-- | editor/plugins/visual_shader_editor_plugin.h | 7 | ||||
-rw-r--r-- | scene/resources/dynamic_font.cpp | 2 |
6 files changed, 125 insertions, 49 deletions
diff --git a/doc/classes/Camera.xml b/doc/classes/Camera.xml index 014df2b72a..05858e8bc6 100644 --- a/doc/classes/Camera.xml +++ b/doc/classes/Camera.xml @@ -196,7 +196,7 @@ Perspective Projection (object's size on the screen becomes smaller when far away). </constant> <constant name="PROJECTION_ORTHOGONAL" value="1" enum="Projection"> - Orthogonal Projection (objects remain the same size on the screen no matter how far away they are). + Orthogonal Projection (objects remain the same size on the screen no matter how far away they are; also known as orthographic projection). </constant> <constant name="PROJECTION_FRUSTUM" value="2" enum="Projection"> </constant> diff --git a/doc/classes/Path2D.xml b/doc/classes/Path2D.xml index c77e00a28e..ce15b3eab2 100644 --- a/doc/classes/Path2D.xml +++ b/doc/classes/Path2D.xml @@ -5,6 +5,7 @@ </brief_description> <description> Can have [PathFollow2D] child-nodes moving along the [Curve2D]. See [PathFollow2D] for more information on this usage. + Note that the path is considered as relative to the moved nodes (children of [PathFollow2D]) - usually the curve should start with a zero vector (0, 0). </description> <tutorials> </tutorials> diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index e6fb32a032..75221ccc82 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -216,7 +216,7 @@ <argument index="0" name="phi" type="float"> </argument> <description> - Returns the vector rotated by [code]phi[/code] radians. + Returns the vector rotated by [code]phi[/code] radians. See also [method @GDScript.deg2rad]. </description> </method> <method name="round"> diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp index 964303ba22..f8261fe949 100644 --- a/editor/plugins/visual_shader_editor_plugin.cpp +++ b/editor/plugins/visual_shader_editor_plugin.cpp @@ -58,7 +58,11 @@ void VisualShaderNodePlugin::_bind_methods() { void VisualShaderEditor::edit(VisualShader *p_visual_shader) { + bool was_null = false; if (p_visual_shader) { + if (visual_shader.is_null()) { + was_null = true; + } visual_shader = Ref<VisualShader>(p_visual_shader); } else { visual_shader.unref(); @@ -67,6 +71,9 @@ void VisualShaderEditor::edit(VisualShader *p_visual_shader) { if (visual_shader.is_null()) { hide(); } else { + if (was_null) { // to avoid tree collapse + _update_options_menu(); + } _update_graph(); } } @@ -174,6 +181,12 @@ void VisualShaderEditor::_update_options_menu() { int item_count2 = 0; bool is_first_item = true; + int current_func = -1; + + if (!visual_shader.is_null()) { + current_func = visual_shader->get_mode(); + } + for (int i = 0; i < add_options.size() + 1; i++) { if (i == add_options.size()) { @@ -220,7 +233,7 @@ void VisualShaderEditor::_update_options_menu() { } } if (sub_category != NULL) { - if (_is_available(add_options[i].mode)) { + if ((add_options[i].func == current_func || add_options[i].func == -1) && _is_available(add_options[i].mode)) { ++item_count2; TreeItem *item = members->create_item(sub_category); item->set_text(0, add_options[i].name); @@ -252,7 +265,7 @@ void VisualShaderEditor::_update_options_menu() { } } else { if (category != NULL) { - if (_is_available(add_options[i].mode)) { + if ((add_options[i].func == current_func || add_options[i].func == -1) && _is_available(add_options[i].mode)) { ++item_count; TreeItem *item = members->create_item(category); item->set_text(0, add_options[i].name); @@ -1250,8 +1263,8 @@ void VisualShaderEditor::drop_data_fw(const Point2 &p_point, const Variant &p_da } void VisualShaderEditor::_bind_methods() { - ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph); + ClassDB::bind_method("_update_options_menu", &VisualShaderEditor::_update_options_menu); ClassDB::bind_method("_add_node", &VisualShaderEditor::_add_node); ClassDB::bind_method("_node_dragged", &VisualShaderEditor::_node_dragged); ClassDB::bind_method("_connection_request", &VisualShaderEditor::_connection_request); @@ -1441,50 +1454,106 @@ VisualShaderEditor::VisualShaderEditor() { // INPUT - add_options.push_back(AddOption("Camera", "Input", "All", "VisualShaderNodeInput", TTR("'camera' input parameter for all shader modes."), "camera", VisualShaderNode::PORT_TYPE_TRANSFORM)); - add_options.push_back(AddOption("InvCamera", "Input", "All", "VisualShaderNodeInput", TTR("'inv_camera' input parameter for all shader modes."), "inv_camera", VisualShaderNode::PORT_TYPE_TRANSFORM)); - add_options.push_back(AddOption("InvProjection", "Input", "All", "VisualShaderNodeInput", TTR("'inv_projection' input parameter for all shader modes."), "inv_projection", VisualShaderNode::PORT_TYPE_TRANSFORM)); - add_options.push_back(AddOption("Normal", "Input", "All", "VisualShaderNodeInput", TTR("'normal' input parameter for all shader modes."), "normal", VisualShaderNode::PORT_TYPE_VECTOR)); - add_options.push_back(AddOption("Projection", "Input", "All", "VisualShaderNodeInput", TTR("'projection' input parameter for all shader modes."), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM)); - add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", TTR("'time' input parameter for all shader modes."), "time", VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("ViewportSize", "Input", "All", "VisualShaderNodeInput", TTR("'viewport_size' input parameter for all shader modes."), "viewport_size", VisualShaderNode::PORT_TYPE_VECTOR)); - add_options.push_back(AddOption("World", "Input", "All", "VisualShaderNodeInput", TTR("'world' input parameter for all shader modes."), "world", VisualShaderNode::PORT_TYPE_TRANSFORM)); + // SPATIAL-FOR-ALL + + add_options.push_back(AddOption("Camera", "Input", "All", "VisualShaderNodeInput", TTR("'camera' input parameter for all shader modes."), "camera", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("InvCamera", "Input", "All", "VisualShaderNodeInput", TTR("'inv_camera' input parameter for all shader modes."), "inv_camera", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("InvProjection", "Input", "All", "VisualShaderNodeInput", TTR("'inv_projection' input parameter for all shader modes."), "inv_projection", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("Normal", "Input", "All", "VisualShaderNodeInput", TTR("'normal' input parameter for all shader modes."), "normal", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("Projection", "Input", "All", "VisualShaderNodeInput", TTR("'projection' input parameter for all shader modes."), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", TTR("'time' input parameter for all shader modes."), "time", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("ViewportSize", "Input", "All", "VisualShaderNodeInput", TTR("'viewport_size' input parameter for all shader modes."), "viewport_size", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("World", "Input", "All", "VisualShaderNodeInput", TTR("'world' input parameter for all shader modes."), "world", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::Mode::MODE_SPATIAL)); + + // CANVASITEM-FOR-ALL + + add_options.push_back(AddOption("Alpha", "Input", "All", "VisualShaderNodeInput", TTR("'alpha' input parameter for all shader modes."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::Mode::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", TTR("'color' input parameter for all shader modes."), "color", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::Mode::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("TexturePixelSize", "Input", "All", "VisualShaderNodeInput", TTR("'texture_pixel_size' input parameter for all shader modes."), "texture_pixel_size", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::Mode::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", TTR("'time' input parameter for all shader modes."), "time", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::Mode::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", TTR("'uv' input parameter for all shader modes."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::Mode::MODE_CANVAS_ITEM)); + + ///////////////// add_options.push_back(AddOption("Input", "Input", "Common", "VisualShaderNodeInput", TTR("Input parameter."))); - add_options.push_back(AddOption("Alpha", "Input", "Fragment", "VisualShaderNodeInput", TTR("'alpha' input parameter for fragment shader mode."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("Binormal", "Input", "Fragment", "VisualShaderNodeInput", TTR("'binormal' input parameter for fragment shader mode."), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", TTR("'color' input parameter for fragment shader mode."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment shader mode."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'point_coord' input parameter for fragment shader mode."), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'screen_uv' input parameter for fragment shader mode."), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("Side", "Input", "Fragment", "VisualShaderNodeInput", TTR("'side' input parameter for fragment shader mode."), "side", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("Tangent", "Input", "Fragment", "VisualShaderNodeInput", TTR("'tangent' input parameter for fragment shader mode."), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("UV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'uv' input parameter for fragment shader mode."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("UV2", "Input", "Fragment", "VisualShaderNodeInput", TTR("'uv2' input parameter for fragment shader mode."), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", TTR("'vertex' input parameter for fragment shader mode."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("View", "Input", "Fragment", "VisualShaderNodeInput", TTR("'view' input parameter for fragment shader mode."), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - - add_options.push_back(AddOption("Albedo", "Input", "Light", "VisualShaderNodeInput", TTR("'albedo' input parameter for light shader mode."), "albedo", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("Attenuation", "Input", "Light", "VisualShaderNodeInput", TTR("'attenuation' input parameter for light shader mode."), "attenuation", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("Diffuse", "Input", "Light", "VisualShaderNodeInput", TTR("'diffuse' input parameter for light shader mode."), "diffuse", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for light shader mode."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", TTR("'light' input parameter for light shader mode."), "light", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", TTR("'light_color' input parameter for light shader mode."), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("Roughness", "Input", "Light", "VisualShaderNodeInput", TTR("'roughness' input parameter for light shader mode."), "roughness", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("Specular", "Input", "Light", "VisualShaderNodeInput", TTR("'specular' input parameter for light shader mode."), "specular", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("Transmission", "Input", "Light", "VisualShaderNodeInput", TTR("'transmission' input parameter for light shader mode."), "transmission", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("View", "Input", "Light", "VisualShaderNodeInput", TTR("'view' input parameter for light shader mode."), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - - add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", TTR("'alpha' input parameter for vertex shader mode."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX)); - add_options.push_back(AddOption("Binormal", "Input", "Vertex", "VisualShaderNodeInput", TTR("'binormal' input parameter for vertex shader mode."), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX)); - add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", TTR("'color' input parameter for vertex shader mode."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX)); - add_options.push_back(AddOption("ModelView", "Input", "Vertex", "VisualShaderNodeInput", TTR("'modelview' input parameter for vertex shader mode."), "modelview", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX)); - add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", TTR("'point_size' input parameter for vertex shader mode."), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX)); - add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", TTR("'tangent' input parameter for vertex shader mode."), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX)); - add_options.push_back(AddOption("UV", "Input", "Vertex", "VisualShaderNodeInput", TTR("'uv' input parameter for vertex shader mode."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX)); - add_options.push_back(AddOption("UV2", "Input", "Vertex", "VisualShaderNodeInput", TTR("'uv2' input parameter for vertex shader mode."), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX)); - add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", TTR("'vertex' input parameter for vertex shader mode."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX)); + // SPATIAL INPUTS + + add_options.push_back(AddOption("Alpha", "Input", "Fragment", "VisualShaderNodeInput", TTR("'alpha' input parameter for vertex and fragment shader modes."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("Binormal", "Input", "Fragment", "VisualShaderNodeInput", TTR("'binormal' input parameter for vertex and fragment shader modes."), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", TTR("'color' input parameter for vertex and fragment shader modes."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment and light shader modes."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'point_coord' input parameter for fragment shader mode."), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'screen_uv' input parameter for fragment shader mode."), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("Side", "Input", "Fragment", "VisualShaderNodeInput", TTR("'side' input parameter for fragment shader mode."), "side", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("Tangent", "Input", "Fragment", "VisualShaderNodeInput", TTR("'tangent' input parameter for vertex and fragment shader modes."), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("UV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'uv' input parameter for vertex and fragment shader modes."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("UV2", "Input", "Fragment", "VisualShaderNodeInput", TTR("'uv2' input parameter for vertex and fragment shader modes."), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", TTR("'vertex' input parameter for vertex and fragment shader modes."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("View", "Input", "Fragment", "VisualShaderNodeInput", TTR("'view' input parameter for fragment and light shader modes."), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL)); + + add_options.push_back(AddOption("Albedo", "Input", "Light", "VisualShaderNodeInput", TTR("'albedo' input parameter for light shader mode."), "albedo", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("Attenuation", "Input", "Light", "VisualShaderNodeInput", TTR("'attenuation' input parameter for light shader mode."), "attenuation", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("Diffuse", "Input", "Light", "VisualShaderNodeInput", TTR("'diffuse' input parameter for light shader mode."), "diffuse", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment and light shader modes."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", TTR("'light' input parameter for light shader mode."), "light", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", TTR("'light_color' input parameter for light shader mode."), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("Roughness", "Input", "Light", "VisualShaderNodeInput", TTR("'roughness' input parameter for light shader mode."), "roughness", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("Specular", "Input", "Light", "VisualShaderNodeInput", TTR("'specular' input parameter for light shader mode."), "specular", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("Transmission", "Input", "Light", "VisualShaderNodeInput", TTR("'transmission' input parameter for light shader mode."), "transmission", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("View", "Input", "Light", "VisualShaderNodeInput", TTR("'view' input parameter for fragment and light shader modes."), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL)); + + add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", TTR("'alpha' input parameter for vertex and fragment shader modes."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("Binormal", "Input", "Vertex", "VisualShaderNodeInput", TTR("'binormal' input parameter for vertex and fragment shader modes."), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", TTR("'color' input parameter for vertex and fragment shader modes."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("ModelView", "Input", "Vertex", "VisualShaderNodeInput", TTR("'modelview' input parameter for vertex shader mode."), "modelview", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", TTR("'point_size' input parameter for vertex shader mode."), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", TTR("'tangent' input parameter for vertex and fragment shader mode."), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("UV", "Input", "Vertex", "VisualShaderNodeInput", TTR("'uv' input parameter for vertex and fragment shader modes."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("UV2", "Input", "Vertex", "VisualShaderNodeInput", TTR("'uv2' input parameter for vertex and fragment shader modes."), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL)); + add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", TTR("'vertex' input parameter for vertex and fragment shader modes."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL)); + + // CANVASITEM INPUTS + + add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment and light shader modes."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightPass", "Input", "Fragment", "VisualShaderNodeInput", TTR("'light_pass' input parameter for vertex and fragment shader modes."), "light_pass", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'point_coord' input parameter for fragment and light shader modes."), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("ScreenPixelSize", "Input", "Fragment", "VisualShaderNodeInput", TTR("'screen_pixel_size' input parameter for fragment shader mode."), "screen_pixel_size", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'screen_uv' input parameter for fragment and light shader modes."), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_CANVAS_ITEM)); + + add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment and light shader modes."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightAlpha", "Input", "Light", "VisualShaderNodeInput", TTR("'light_alpha' input parameter for light shader mode."), "light_alpha", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", TTR("'light_color' input parameter for light shader mode."), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightHeight", "Input", "Light", "VisualShaderNodeInput", TTR("'light_height' input parameter for light shader mode."), "light_height", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightUV", "Input", "Light", "VisualShaderNodeInput", TTR("'light_uv' input parameter for light shader mode."), "light_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightVector", "Input", "Light", "VisualShaderNodeInput", TTR("'light_vec' input parameter for light shader mode."), "light_vec", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Normal", "Input", "Light", "VisualShaderNodeInput", TTR("'normal' input parameter for light shader mode."), "normal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("PointCoord", "Input", "Light", "VisualShaderNodeInput", TTR("'point_coord' input parameter for fragment and light shader modes."), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("ScreenUV", "Input", "Light", "VisualShaderNodeInput", TTR("'screen_uv' input parameter for fragment and light shader modes."), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("ShadowColor", "Input", "Light", "VisualShaderNodeInput", TTR("'shadow_color' input parameter for light shader mode."), "shadow_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM)); + + add_options.push_back(AddOption("Extra", "Input", "Vertex", "VisualShaderNodeInput", TTR("'extra' input parameter for vertex shader mode."), "extra", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightPass", "Input", "Vertex", "VisualShaderNodeInput", TTR("'light_pass' input parameter for vertex and fragment shader modes."), "light_pass", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", TTR("'point_size' input parameter for vertex shader mode."), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Projection", "Input", "Vertex", "VisualShaderNodeInput", TTR("'projection' input parameter for vertex shader mode."), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", TTR("'vertex' input parameter for vertex shader mode."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("World", "Input", "Vertex", "VisualShaderNodeInput", TTR("'world' input parameter for vertex shader mode."), "world", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_CANVAS_ITEM)); + + // PARTICLES INPUTS + + add_options.push_back(AddOption("Active", "Input", "Vertex", "VisualShaderNodeInput", TTR("'active' input parameter for vertex shader mode."), "active", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES)); + add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", TTR("'alpha' input parameter for vertex shader mode."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES)); + add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", TTR("'color' input parameter for vertex shader mode."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES)); + add_options.push_back(AddOption("Custom", "Input", "Vertex", "VisualShaderNodeInput", TTR("'custom' input parameter for vertex shader mode."), "custom", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES)); + add_options.push_back(AddOption("CustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", TTR("'custom_alpha' input parameter for vertex shader mode."), "custom_alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES)); + add_options.push_back(AddOption("Delta", "Input", "Vertex", "VisualShaderNodeInput", TTR("'delta' input parameter for vertex shader mode."), "delta", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES)); + add_options.push_back(AddOption("EmissionTransform", "Input", "Vertex", "VisualShaderNodeInput", TTR("'emission_transform' input parameter for vertex shader mode."), "emission_transform", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES)); + add_options.push_back(AddOption("Index", "Input", "Vertex", "VisualShaderNodeInput", TTR("'index' input parameter for vertex shader mode."), "index", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES)); + add_options.push_back(AddOption("LifeTime", "Input", "Vertex", "VisualShaderNodeInput", TTR("'lifetime' input parameter for vertex shader mode."), "lifetime", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES)); + add_options.push_back(AddOption("Restart", "Input", "Vertex", "VisualShaderNodeInput", TTR("'restart' input parameter for vertex shader mode."), "restart", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES)); + add_options.push_back(AddOption("Time", "Input", "Vertex", "VisualShaderNodeInput", TTR("'time' input parameter for vertex shader mode."), "time", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES)); + add_options.push_back(AddOption("Transform", "Input", "Vertex", "VisualShaderNodeInput", TTR("'transform' input parameter for vertex shader mode."), "transform", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES)); + add_options.push_back(AddOption("Velocity", "Input", "Vertex", "VisualShaderNodeInput", TTR("'velocity' input parameter for vertex shader mode."), "velocity", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES)); // SCALAR @@ -1933,6 +2002,9 @@ void EditorPropertyShaderMode::_option_selected(int p_which) { } } + undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_options_menu"); + undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_options_menu"); + //update graph undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_graph"); undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_graph"); diff --git a/editor/plugins/visual_shader_editor_plugin.h b/editor/plugins/visual_shader_editor_plugin.h index 35041da2bd..eb0dee7594 100644 --- a/editor/plugins/visual_shader_editor_plugin.h +++ b/editor/plugins/visual_shader_editor_plugin.h @@ -100,8 +100,9 @@ class VisualShaderEditor : public VBoxContainer { Ref<Script> script; int mode; int return_type; + int func; - AddOption(const String &p_name = String(), const String &p_category = String(), const String &p_sub_category = String(), const String &p_type = String(), const String &p_description = String(), int p_sub_func = -1, int p_return_type = -1, int p_mode = -1) { + AddOption(const String &p_name = String(), const String &p_category = String(), const String &p_sub_category = String(), const String &p_type = String(), const String &p_description = String(), int p_sub_func = -1, int p_return_type = -1, int p_mode = -1, int p_func = -1) { name = p_name; type = p_type; category = p_category; @@ -110,9 +111,10 @@ class VisualShaderEditor : public VBoxContainer { sub_func = p_sub_func; return_type = p_return_type; mode = p_mode; + func = p_func; } - AddOption(const String &p_name, const String &p_category, const String &p_sub_category, const String &p_type, const String &p_description, const String &p_sub_func, int p_return_type = -1, int p_mode = -1) { + AddOption(const String &p_name, const String &p_category, const String &p_sub_category, const String &p_type, const String &p_description, const String &p_sub_func, int p_return_type = -1, int p_mode = -1, int p_func = -1) { name = p_name; type = p_type; category = p_category; @@ -121,6 +123,7 @@ class VisualShaderEditor : public VBoxContainer { sub_func_str = p_sub_func; return_type = p_return_type; mode = p_mode; + func = p_func; } }; diff --git a/scene/resources/dynamic_font.cpp b/scene/resources/dynamic_font.cpp index fd7b67a218..8ee9879055 100644 --- a/scene/resources/dynamic_font.cpp +++ b/scene/resources/dynamic_font.cpp @@ -1008,7 +1008,7 @@ void DynamicFont::_bind_methods() { ClassDB::bind_method(D_METHOD("get_fallback_count"), &DynamicFont::get_fallback_count); ADD_GROUP("Settings", ""); - ADD_PROPERTY(PropertyInfo(Variant::INT, "size"), "set_size", "get_size"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "size", PROPERTY_HINT_RANGE, "1,255,1"), "set_size", "get_size"); ADD_PROPERTY(PropertyInfo(Variant::INT, "outline_size", PROPERTY_HINT_RANGE, "0,255,1"), "set_outline_size", "get_outline_size"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "outline_color"), "set_outline_color", "get_outline_color"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_mipmaps"), "set_use_mipmaps", "get_use_mipmaps"); |