diff options
Diffstat (limited to 'editor/plugins')
47 files changed, 885 insertions, 885 deletions
diff --git a/editor/plugins/animation_blend_space_1d_editor.cpp b/editor/plugins/animation_blend_space_1d_editor.cpp index b79f4c90bf..0e941ad433 100644 --- a/editor/plugins/animation_blend_space_1d_editor.cpp +++ b/editor/plugins/animation_blend_space_1d_editor.cpp @@ -552,9 +552,9 @@ void AnimationNodeBlendSpace1DEditor::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: case NOTIFICATION_THEME_CHANGED: { - error_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("bg"), SNAME("Tree"))); + error_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Tree"))); error_label->add_theme_color_override("font_color", get_theme_color(SNAME("error_color"), SNAME("Editor"))); - panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("bg"), SNAME("Tree"))); + panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Tree"))); tool_blend->set_icon(get_theme_icon(SNAME("EditPivot"), SNAME("EditorIcons"))); tool_select->set_icon(get_theme_icon(SNAME("ToolSelect"), SNAME("EditorIcons"))); tool_create->set_icon(get_theme_icon(SNAME("EditKey"), SNAME("EditorIcons"))); diff --git a/editor/plugins/animation_blend_space_2d_editor.cpp b/editor/plugins/animation_blend_space_2d_editor.cpp index 1646a1cef4..f75dcdf2d6 100644 --- a/editor/plugins/animation_blend_space_2d_editor.cpp +++ b/editor/plugins/animation_blend_space_2d_editor.cpp @@ -774,9 +774,9 @@ void AnimationNodeBlendSpace2DEditor::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: case NOTIFICATION_THEME_CHANGED: { - error_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("bg"), SNAME("Tree"))); + error_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Tree"))); error_label->add_theme_color_override("font_color", get_theme_color(SNAME("error_color"), SNAME("Editor"))); - panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("bg"), SNAME("Tree"))); + panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Tree"))); tool_blend->set_icon(get_theme_icon(SNAME("EditPivot"), SNAME("EditorIcons"))); tool_select->set_icon(get_theme_icon(SNAME("ToolSelect"), SNAME("EditorIcons"))); tool_create->set_icon(get_theme_icon(SNAME("EditKey"), SNAME("EditorIcons"))); diff --git a/editor/plugins/animation_blend_tree_editor_plugin.cpp b/editor/plugins/animation_blend_tree_editor_plugin.cpp index 8dd3223b19..f4b8646e18 100644 --- a/editor/plugins/animation_blend_tree_editor_plugin.cpp +++ b/editor/plugins/animation_blend_tree_editor_plugin.cpp @@ -242,7 +242,7 @@ void AnimationNodeBlendTreeEditor::_update_graph() { } } - pb->set_percent_visible(false); + pb->set_show_percentage(false); pb->set_custom_minimum_size(Vector2(0, 14) * EDSCALE); animations[E] = pb; node->add_child(pb); @@ -800,7 +800,7 @@ void AnimationNodeBlendTreeEditor::_update_editor_settings() { } void AnimationNodeBlendTreeEditor::_update_theme() { - error_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("bg"), SNAME("Tree"))); + error_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Tree"))); error_label->add_theme_color_override("font_color", get_theme_color(SNAME("error_color"), SNAME("Editor"))); } @@ -907,6 +907,10 @@ void AnimationNodeBlendTreeEditor::_bind_methods() { AnimationNodeBlendTreeEditor *AnimationNodeBlendTreeEditor::singleton = nullptr; void AnimationNodeBlendTreeEditor::_node_renamed(const String &p_text, Ref<AnimationNode> p_node) { + if (blend_tree.is_null()) { + return; + } + String prev_name = blend_tree->get_node_name(p_node); ERR_FAIL_COND(prev_name.is_empty()); GraphNode *gn = Object::cast_to<GraphNode>(graph->get_node(prev_name)); diff --git a/editor/plugins/animation_library_editor.cpp b/editor/plugins/animation_library_editor.cpp index 50ba1a71c0..2d20c0cca7 100644 --- a/editor/plugins/animation_library_editor.cpp +++ b/editor/plugins/animation_library_editor.cpp @@ -198,11 +198,17 @@ void AnimationLibraryEditor::_file_popup_selected(int p_id) { } break; case FILE_MENU_MAKE_LIBRARY_UNIQUE: { StringName lib_name = file_dialog_library; - - Ref<AnimationLibrary> ald = al->duplicate(); - - // TODO: should probably make all foreign animations assigned to this library - // unique too. + List<StringName> animation_list; + + Ref<AnimationLibrary> ald = memnew(AnimationLibrary); + al->get_animation_list(&animation_list); + for (const StringName &animation_name : animation_list) { + Ref<Animation> animation = al->get_animation(animation_name); + if (EditorNode::get_singleton()->is_resource_read_only(animation)) { + animation = animation->duplicate(); + } + ald->add_animation(animation_name, animation); + } Ref<EditorUndoRedoManager> undo_redo = EditorNode::get_singleton()->get_undo_redo(); undo_redo->create_action(vformat(TTR("Make Animation Library Unique: %s"), lib_name)); diff --git a/editor/plugins/animation_player_editor_plugin.cpp b/editor/plugins/animation_player_editor_plugin.cpp index 5ac63ce4db..5406aada09 100644 --- a/editor/plugins/animation_player_editor_plugin.cpp +++ b/editor/plugins/animation_player_editor_plugin.cpp @@ -283,26 +283,7 @@ void AnimationPlayerEditor::_animation_selected(int p_which) { Ref<Animation> anim = player->get_animation(current); { - bool animation_library_is_foreign = false; - if (!anim->get_path().is_resource_file()) { - int srpos = anim->get_path().find("::"); - if (srpos != -1) { - String base = anim->get_path().substr(0, srpos); - if (ResourceLoader::get_resource_type(base) == "PackedScene") { - if (!get_tree()->get_edited_scene_root() || get_tree()->get_edited_scene_root()->get_scene_file_path() != base) { - animation_library_is_foreign = true; - } - } else { - if (FileAccess::exists(base + ".import")) { - animation_library_is_foreign = true; - } - } - } - } else { - if (FileAccess::exists(anim->get_path() + ".import")) { - animation_library_is_foreign = true; - } - } + bool animation_library_is_foreign = EditorNode::get_singleton()->is_resource_read_only(anim); track_editor->set_animation(anim, animation_library_is_foreign); Node *root = player->get_node(player->get_root()); @@ -773,26 +754,7 @@ void AnimationPlayerEditor::_animation_edit() { if (current != String()) { Ref<Animation> anim = player->get_animation(current); - bool animation_library_is_foreign = false; - if (!anim->get_path().is_resource_file()) { - int srpos = anim->get_path().find("::"); - if (srpos != -1) { - String base = anim->get_path().substr(0, srpos); - if (ResourceLoader::get_resource_type(base) == "PackedScene") { - if (!get_tree()->get_edited_scene_root() || get_tree()->get_edited_scene_root()->get_scene_file_path() != base) { - animation_library_is_foreign = true; - } - } else { - if (FileAccess::exists(base + ".import")) { - animation_library_is_foreign = true; - } - } - } - } else { - if (FileAccess::exists(anim->get_path() + ".import")) { - animation_library_is_foreign = true; - } - } + bool animation_library_is_foreign = EditorNode::get_singleton()->is_resource_read_only(anim); track_editor->set_animation(anim, animation_library_is_foreign); @@ -866,25 +828,7 @@ void AnimationPlayerEditor::_update_player() { // Check if the global library is foreign since we want to disable options for adding/remove/renaming animations if it is. Ref<AnimationLibrary> library = player->get_animation_library(K); if (K == "") { - if (!library->get_path().is_resource_file()) { - int srpos = library->get_path().find("::"); - if (srpos != -1) { - String base = library->get_path().substr(0, srpos); - if (ResourceLoader::get_resource_type(base) == "PackedScene") { - if (!get_tree()->get_edited_scene_root() || get_tree()->get_edited_scene_root()->get_scene_file_path() != base) { - foreign_global_anim_lib = true; - } - } else { - if (FileAccess::exists(base + ".import")) { - foreign_global_anim_lib = true; - } - } - } - } else { - if (FileAccess::exists(library->get_path() + ".import")) { - foreign_global_anim_lib = true; - } - } + foreign_global_anim_lib = EditorNode::get_singleton()->is_resource_read_only(library); } List<StringName> animlist; @@ -950,26 +894,7 @@ void AnimationPlayerEditor::_update_player() { String current = animation->get_item_text(animation->get_selected()); Ref<Animation> anim = player->get_animation(current); - bool animation_library_is_foreign = false; - if (!anim->get_path().is_resource_file()) { - int srpos = anim->get_path().find("::"); - if (srpos != -1) { - String base = anim->get_path().substr(0, srpos); - if (ResourceLoader::get_resource_type(base) == "PackedScene") { - if (!get_tree()->get_edited_scene_root() || get_tree()->get_edited_scene_root()->get_scene_file_path() != base) { - animation_library_is_foreign = true; - } - } else { - if (FileAccess::exists(base + ".import")) { - animation_library_is_foreign = true; - } - } - } - } else { - if (FileAccess::exists(anim->get_path() + ".import")) { - animation_library_is_foreign = true; - } - } + bool animation_library_is_foreign = EditorNode::get_singleton()->is_resource_read_only(anim); track_editor->set_animation(anim, animation_library_is_foreign); Node *root = player->get_node(player->get_root()); diff --git a/editor/plugins/animation_state_machine_editor.cpp b/editor/plugins/animation_state_machine_editor.cpp index 2809eb01cd..461326a47b 100644 --- a/editor/plugins/animation_state_machine_editor.cpp +++ b/editor/plugins/animation_state_machine_editor.cpp @@ -267,6 +267,7 @@ void AnimationNodeStateMachineEditor::_state_machine_gui_input(const Ref<InputEv for (int i = node_rects.size() - 1; i >= 0; i--) { //inverse to draw order if (node_rects[i].node.has_point(mb->get_position())) { //select node since nothing else was selected connecting = true; + connection_follows_cursor = true; connecting_from = node_rects[i].node_name; connecting_to = mb->get_position(); connecting_to_node = StringName(); @@ -296,6 +297,7 @@ void AnimationNodeStateMachineEditor::_state_machine_gui_input(const Ref<InputEv _open_menu(mb->get_position()); } connecting_to_node = StringName(); + connection_follows_cursor = false; state_machine_draw->queue_redraw(); } @@ -332,7 +334,7 @@ void AnimationNodeStateMachineEditor::_state_machine_gui_input(const Ref<InputEv } // Move mouse while connecting - if (mm.is_valid() && connecting && !read_only) { + if (mm.is_valid() && connecting && connection_follows_cursor && !read_only) { connecting_to = mm->get_position(); connecting_to_node = StringName(); state_machine_draw->queue_redraw(); @@ -1023,11 +1025,9 @@ void AnimationNodeStateMachineEditor::_add_menu_type(int p_index) { } updating = true; - undo_redo->create_action(TTR("Add Node")); + undo_redo->create_action(TTR("Add Node and Transition")); undo_redo->add_do_method(state_machine.ptr(), "add_node", name, node, add_node_pos); undo_redo->add_undo_method(state_machine.ptr(), "remove_node", name); - undo_redo->add_do_method(this, "_update_graph"); - undo_redo->add_undo_method(this, "_update_graph"); connecting_to_node = name; _add_transition(true); undo_redo->commit_action(); @@ -1051,11 +1051,9 @@ void AnimationNodeStateMachineEditor::_add_animation_type(int p_index) { } updating = true; - undo_redo->create_action(TTR("Add Node")); + undo_redo->create_action(TTR("Add Node and Transition")); undo_redo->add_do_method(state_machine.ptr(), "add_node", name, anim, add_node_pos); undo_redo->add_undo_method(state_machine.ptr(), "remove_node", name); - undo_redo->add_do_method(this, "_update_graph"); - undo_redo->add_undo_method(this, "_update_graph"); connecting_to_node = name; _add_transition(true); undo_redo->commit_action(); @@ -1083,16 +1081,16 @@ void AnimationNodeStateMachineEditor::_add_transition(const bool p_nested_action if (!p_nested_action) { updating = true; + undo_redo->create_action(TTR("Add Transition")); } - undo_redo->create_action(TTR("Add Transition")); undo_redo->add_do_method(state_machine.ptr(), "add_transition", connecting_from, connecting_to_node, tr); undo_redo->add_undo_method(state_machine.ptr(), "remove_transition", connecting_from, connecting_to_node); undo_redo->add_do_method(this, "_update_graph"); undo_redo->add_undo_method(this, "_update_graph"); - undo_redo->commit_action(); if (!p_nested_action) { + undo_redo->commit_action(); updating = false; } @@ -1553,9 +1551,9 @@ void AnimationNodeStateMachineEditor::_notification(int p_what) { case NOTIFICATION_THEME_CHANGED: case NOTIFICATION_LAYOUT_DIRECTION_CHANGED: case NOTIFICATION_TRANSLATION_CHANGED: { - error_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("bg"), SNAME("Tree"))); + error_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Tree"))); error_label->add_theme_color_override("font_color", get_theme_color(SNAME("error_color"), SNAME("Editor"))); - panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("bg"), SNAME("Tree"))); + panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Tree"))); tool_select->set_icon(get_theme_icon(SNAME("ToolSelect"), SNAME("EditorIcons"))); tool_create->set_icon(get_theme_icon(SNAME("ToolAddNode"), SNAME("EditorIcons"))); diff --git a/editor/plugins/animation_state_machine_editor.h b/editor/plugins/animation_state_machine_editor.h index 3a59e94a5f..d0828a5f52 100644 --- a/editor/plugins/animation_state_machine_editor.h +++ b/editor/plugins/animation_state_machine_editor.h @@ -100,8 +100,8 @@ class AnimationNodeStateMachineEditor : public AnimationTreeNodeEditorPlugin { Vector2 add_node_pos; - ConfirmationDialog *delete_window; - Tree *delete_tree; + ConfirmationDialog *delete_window = nullptr; + Tree *delete_tree = nullptr; bool box_selecting = false; Point2 box_selecting_from; @@ -117,6 +117,7 @@ class AnimationNodeStateMachineEditor : public AnimationTreeNodeEditorPlugin { StringName snap_y; bool connecting = false; + bool connection_follows_cursor = false; StringName connecting_from; Vector2 connecting_to; StringName connecting_to_node; diff --git a/editor/plugins/asset_library_editor_plugin.cpp b/editor/plugins/asset_library_editor_plugin.cpp index 41383edafe..3c9486cdaa 100644 --- a/editor/plugins/asset_library_editor_plugin.cpp +++ b/editor/plugins/asset_library_editor_plugin.cpp @@ -32,7 +32,7 @@ #include "core/input/input.h" #include "core/io/json.h" -#include "core/io/stream_peer_ssl.h" +#include "core/io/stream_peer_tls.h" #include "core/os/keyboard.h" #include "core/version.h" #include "editor/editor_file_dialog.h" @@ -101,10 +101,7 @@ void EditorAssetLibraryItem::_bind_methods() { EditorAssetLibraryItem::EditorAssetLibraryItem() { Ref<StyleBoxEmpty> border; border.instantiate(); - border->set_default_margin(SIDE_LEFT, 5 * EDSCALE); - border->set_default_margin(SIDE_RIGHT, 5 * EDSCALE); - border->set_default_margin(SIDE_BOTTOM, 5 * EDSCALE); - border->set_default_margin(SIDE_TOP, 5 * EDSCALE); + border->set_default_margin_all(5 * EDSCALE); add_theme_style_override("panel", border); HBoxContainer *hb = memnew(HBoxContainer); @@ -324,7 +321,7 @@ void EditorAssetLibraryItemDownload::_http_download_completed(int p_status, int status->set_text(TTR("Can't connect.")); } break; case HTTPRequest::RESULT_CANT_CONNECT: - case HTTPRequest::RESULT_SSL_HANDSHAKE_ERROR: { + case HTTPRequest::RESULT_TLS_HANDSHAKE_ERROR: { error_text = TTR("Can't connect to host:") + " " + host; status->set_text(TTR("Can't connect.")); } break; @@ -577,24 +574,26 @@ void EditorAssetLibrary::_notification(int p_what) { switch (p_what) { case NOTIFICATION_READY: { add_theme_style_override("panel", get_theme_stylebox(SNAME("bg"), SNAME("AssetLib"))); - error_label->raise(); + error_label->move_to_front(); } break; case NOTIFICATION_ENTER_TREE: case NOTIFICATION_THEME_CHANGED: { error_tr->set_texture(get_theme_icon(SNAME("Error"), SNAME("EditorIcons"))); filter->set_right_icon(get_theme_icon(SNAME("Search"), SNAME("EditorIcons"))); - library_scroll_bg->add_theme_style_override("panel", get_theme_stylebox(SNAME("bg"), SNAME("Tree"))); - downloads_scroll->add_theme_style_override("bg", get_theme_stylebox(SNAME("bg"), SNAME("Tree"))); + library_scroll_bg->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Tree"))); + downloads_scroll->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Tree"))); error_label->add_theme_color_override("color", get_theme_color(SNAME("error_color"), SNAME("Editor"))); } break; case NOTIFICATION_VISIBILITY_CHANGED: { if (is_visible()) { +#ifndef ANDROID_ENABLED // Focus the search box automatically when switching to the Templates tab (in the Project Manager) // or switching to the AssetLib tab (in the editor). // The Project Manager's project filter box is automatically focused in the project manager code. filter->grab_focus(); +#endif if (initial_loading) { _repository_changed(0); // Update when shown for the first time. @@ -649,7 +648,7 @@ void EditorAssetLibrary::shortcut_input(const Ref<InputEvent> &p_event) { const Ref<InputEventKey> key = p_event; if (key.is_valid() && key->is_pressed()) { - if (key->get_keycode_with_modifiers() == (KeyModifierMask::CMD | Key::F) && is_visible_in_tree()) { + if (key->is_match(InputEventKey::create_reference(KeyModifierMask::CMD_OR_CTRL | Key::F)) && is_visible_in_tree()) { filter->grab_focus(); filter->select_all(); accept_event(); @@ -1100,7 +1099,7 @@ void EditorAssetLibrary::_http_request_completed(int p_status, int p_code, const case HTTPRequest::RESULT_CHUNKED_BODY_SIZE_MISMATCH: { error_label->set_text(TTR("Connection error, please try again.")); } break; - case HTTPRequest::RESULT_SSL_HANDSHAKE_ERROR: + case HTTPRequest::RESULT_TLS_HANDSHAKE_ERROR: case HTTPRequest::RESULT_CANT_CONNECT: { error_label->set_text(TTR("Can't connect to host:") + " " + host); } break; @@ -1508,10 +1507,7 @@ EditorAssetLibrary::EditorAssetLibrary(bool p_templates_only) { Ref<StyleBoxEmpty> border2; border2.instantiate(); - border2->set_default_margin(SIDE_LEFT, 15 * EDSCALE); - border2->set_default_margin(SIDE_RIGHT, 35 * EDSCALE); - border2->set_default_margin(SIDE_BOTTOM, 15 * EDSCALE); - border2->set_default_margin(SIDE_TOP, 15 * EDSCALE); + border2->set_default_margin_individual(15 * EDSCALE, 15 * EDSCALE, 35 * EDSCALE, 15 * EDSCALE); PanelContainer *library_vb_border = memnew(PanelContainer); library_scroll->add_child(library_vb_border); @@ -1600,7 +1596,7 @@ bool AssetLibraryEditorPlugin::is_available() { // directly from GitHub which does not set CORS. return false; #else - return StreamPeerSSL::is_available(); + return StreamPeerTLS::is_available(); #endif } @@ -1615,7 +1611,7 @@ void AssetLibraryEditorPlugin::make_visible(bool p_visible) { AssetLibraryEditorPlugin::AssetLibraryEditorPlugin() { addon_library = memnew(EditorAssetLibrary); addon_library->set_v_size_flags(Control::SIZE_EXPAND_FILL); - EditorNode::get_singleton()->get_main_control()->add_child(addon_library); + EditorNode::get_singleton()->get_main_screen_control()->add_child(addon_library); addon_library->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT); addon_library->hide(); } diff --git a/editor/plugins/bone_map_editor_plugin.h b/editor/plugins/bone_map_editor_plugin.h index 0541ce6eac..55261ab477 100644 --- a/editor/plugins/bone_map_editor_plugin.h +++ b/editor/plugins/bone_map_editor_plugin.h @@ -62,7 +62,7 @@ private: bool selected = false; bool require = false; - TextureRect *circle; + TextureRect *circle = nullptr; void fetch_textures(); @@ -87,8 +87,8 @@ class BoneMapperItem : public VBoxContainer { Ref<BoneMap> bone_map; - EditorPropertyText *skeleton_bone_selector; - Button *picker_button; + EditorPropertyText *skeleton_bone_selector = nullptr; + Button *picker_button = nullptr; void _update_property(); void _open_picker(); @@ -135,24 +135,24 @@ public: class BoneMapper : public VBoxContainer { GDCLASS(BoneMapper, VBoxContainer); - Skeleton3D *skeleton; + Skeleton3D *skeleton = nullptr; Ref<BoneMap> bone_map; - EditorPropertyResource *profile_selector; + EditorPropertyResource *profile_selector = nullptr; Vector<BoneMapperItem *> bone_mapper_items; - Button *clear_mapping_button; + Button *clear_mapping_button = nullptr; - VBoxContainer *mapper_item_vbox; + VBoxContainer *mapper_item_vbox = nullptr; int current_group_idx = 0; int current_bone_idx = -1; - AspectRatioContainer *bone_mapper_field; - EditorPropertyEnum *profile_group_selector; - ColorRect *profile_bg; - TextureRect *profile_texture; + AspectRatioContainer *bone_mapper_field = nullptr; + EditorPropertyEnum *profile_group_selector = nullptr; + ColorRect *profile_bg = nullptr; + TextureRect *profile_texture = nullptr; Vector<BoneMapperButton *> bone_mapper_buttons; void create_editor(); @@ -201,9 +201,9 @@ public: class BoneMapEditor : public VBoxContainer { GDCLASS(BoneMapEditor, VBoxContainer); - Skeleton3D *skeleton; + Skeleton3D *skeleton = nullptr; Ref<BoneMap> bone_map; - BoneMapper *bone_mapper; + BoneMapper *bone_mapper = nullptr; void fetch_objects(); void clear_editors(); @@ -219,7 +219,7 @@ public: class EditorInspectorPluginBoneMap : public EditorInspectorPlugin { GDCLASS(EditorInspectorPluginBoneMap, EditorInspectorPlugin); - BoneMapEditor *editor; + BoneMapEditor *editor = nullptr; public: virtual bool can_handle(Object *p_object) override; diff --git a/editor/plugins/camera_3d_editor_plugin.cpp b/editor/plugins/camera_3d_editor_plugin.cpp index 141837244a..1aedb3b4ce 100644 --- a/editor/plugins/camera_3d_editor_plugin.cpp +++ b/editor/plugins/camera_3d_editor_plugin.cpp @@ -98,7 +98,7 @@ void Camera3DEditorPlugin::make_visible(bool p_visible) { Camera3DEditorPlugin::Camera3DEditorPlugin() { /* camera_editor = memnew( CameraEditor ); - EditorNode::get_singleton()->get_main_control()->add_child(camera_editor); + EditorNode::get_singleton()->get_main_screen_control()->add_child(camera_editor); camera_editor->set_anchor(SIDE_LEFT,Control::ANCHOR_END); camera_editor->set_anchor(SIDE_RIGHT,Control::ANCHOR_END); diff --git a/editor/plugins/canvas_item_editor_plugin.cpp b/editor/plugins/canvas_item_editor_plugin.cpp index c4a32d6d4b..070834b33b 100644 --- a/editor/plugins/canvas_item_editor_plugin.cpp +++ b/editor/plugins/canvas_item_editor_plugin.cpp @@ -1394,7 +1394,7 @@ bool CanvasItemEditor::_gui_input_rotate(const Ref<InputEvent> &p_event) { // Start rotation if (drag_type == DRAG_NONE) { if (b.is_valid() && b->get_button_index() == MouseButton::LEFT && b->is_pressed()) { - if ((b->is_command_pressed() && !b->is_alt_pressed() && tool == TOOL_SELECT) || tool == TOOL_ROTATE) { + if ((b->is_command_or_control_pressed() && !b->is_alt_pressed() && tool == TOOL_SELECT) || tool == TOOL_ROTATE) { List<CanvasItem *> selection = _get_edited_canvas_items(); // Remove not movable nodes @@ -3959,10 +3959,8 @@ void CanvasItemEditor::_notification(int p_what) { case NOTIFICATION_ENTER_TREE: { select_sb->set_texture(get_theme_icon(SNAME("EditorRect2D"), SNAME("EditorIcons"))); - for (int i = 0; i < 4; i++) { - select_sb->set_margin_size(Side(i), 4); - select_sb->set_default_margin(Side(i), 4); - } + select_sb->set_margin_size_all(4); + select_sb->set_default_margin_all(4); AnimationPlayerEditor::get_singleton()->get_track_editor()->connect("visibility_changed", callable_mp(this, &CanvasItemEditor::_keying_changed)); _keying_changed(); @@ -5045,7 +5043,7 @@ CanvasItemEditor::CanvasItemEditor() { { int32_t(KeyModifierMask::SHIFT | Key::KEY_1), int32_t(KeyModifierMask::SHIFT | Key::KP_1) }); ED_SHORTCUT_ARRAY("canvas_item_editor/zoom_100_percent", TTR("Zoom to 100%"), - { int32_t(Key::KEY_1), int32_t(KeyModifierMask::CMD | Key::KEY_0), int32_t(Key::KP_1), int32_t(KeyModifierMask::CMD | Key::KP_0) }); + { int32_t(Key::KEY_1), int32_t(KeyModifierMask::CMD_OR_CTRL | Key::KEY_0), int32_t(Key::KP_1), int32_t(KeyModifierMask::CMD_OR_CTRL | Key::KP_0) }); ED_SHORTCUT_ARRAY("canvas_item_editor/zoom_200_percent", TTR("Zoom to 200%"), { int32_t(Key::KEY_2), int32_t(Key::KP_2) }); @@ -5104,7 +5102,7 @@ CanvasItemEditor::CanvasItemEditor() { select_button->set_pressed(true); select_button->set_shortcut(ED_SHORTCUT("canvas_item_editor/select_mode", TTR("Select Mode"), Key::Q)); select_button->set_shortcut_context(this); - select_button->set_tooltip_text(keycode_get_string((Key)KeyModifierMask::CMD) + TTR("Drag: Rotate selected node around pivot.") + "\n" + TTR("Alt+Drag: Move selected node.") + "\n" + keycode_get_string((Key)KeyModifierMask::CMD) + TTR("Alt+Drag: Scale selected node.") + "\n" + TTR("V: Set selected node's pivot position.") + "\n" + TTR("Alt+RMB: Show list of all nodes at position clicked, including locked.") + "\n" + keycode_get_string((Key)KeyModifierMask::CMD) + TTR("RMB: Add node at position clicked.")); + select_button->set_tooltip_text(keycode_get_string((Key)KeyModifierMask::CMD_OR_CTRL) + TTR("Drag: Rotate selected node around pivot.") + "\n" + TTR("Alt+Drag: Move selected node.") + "\n" + keycode_get_string((Key)KeyModifierMask::CMD_OR_CTRL) + TTR("Alt+Drag: Scale selected node.") + "\n" + TTR("V: Set selected node's pivot position.") + "\n" + TTR("Alt+RMB: Show list of all nodes at position clicked, including locked.") + "\n" + keycode_get_string((Key)KeyModifierMask::CMD_OR_CTRL) + TTR("RMB: Add node at position clicked.")); main_menu_hbox->add_child(memnew(VSeparator)); @@ -5229,7 +5227,7 @@ CanvasItemEditor::CanvasItemEditor() { lock_button->connect("pressed", callable_mp(this, &CanvasItemEditor::_popup_callback).bind(LOCK_SELECTED)); lock_button->set_tooltip_text(TTR("Lock selected node, preventing selection and movement.")); // Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused. - lock_button->set_shortcut(ED_SHORTCUT("editor/lock_selected_nodes", TTR("Lock Selected Node(s)"), KeyModifierMask::CMD | Key::L)); + lock_button->set_shortcut(ED_SHORTCUT("editor/lock_selected_nodes", TTR("Lock Selected Node(s)"), KeyModifierMask::CMD_OR_CTRL | Key::L)); unlock_button = memnew(Button); unlock_button->set_flat(true); @@ -5237,7 +5235,7 @@ CanvasItemEditor::CanvasItemEditor() { unlock_button->connect("pressed", callable_mp(this, &CanvasItemEditor::_popup_callback).bind(UNLOCK_SELECTED)); unlock_button->set_tooltip_text(TTR("Unlock selected node, allowing selection and movement.")); // Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused. - unlock_button->set_shortcut(ED_SHORTCUT("editor/unlock_selected_nodes", TTR("Unlock Selected Node(s)"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::L)); + unlock_button->set_shortcut(ED_SHORTCUT("editor/unlock_selected_nodes", TTR("Unlock Selected Node(s)"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::L)); group_button = memnew(Button); group_button->set_flat(true); @@ -5245,7 +5243,7 @@ CanvasItemEditor::CanvasItemEditor() { group_button->connect("pressed", callable_mp(this, &CanvasItemEditor::_popup_callback).bind(GROUP_SELECTED)); group_button->set_tooltip_text(TTR("Make selected node's children not selectable.")); // Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused. - group_button->set_shortcut(ED_SHORTCUT("editor/group_selected_nodes", TTR("Group Selected Node(s)"), KeyModifierMask::CMD | Key::G)); + group_button->set_shortcut(ED_SHORTCUT("editor/group_selected_nodes", TTR("Group Selected Node(s)"), KeyModifierMask::CMD_OR_CTRL | Key::G)); ungroup_button = memnew(Button); ungroup_button->set_flat(true); @@ -5253,7 +5251,7 @@ CanvasItemEditor::CanvasItemEditor() { ungroup_button->connect("pressed", callable_mp(this, &CanvasItemEditor::_popup_callback).bind(UNGROUP_SELECTED)); ungroup_button->set_tooltip_text(TTR("Make selected node's children selectable.")); // Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused. - ungroup_button->set_shortcut(ED_SHORTCUT("editor/ungroup_selected_nodes", TTR("Ungroup Selected Node(s)"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::G)); + ungroup_button->set_shortcut(ED_SHORTCUT("editor/ungroup_selected_nodes", TTR("Ungroup Selected Node(s)"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::G)); main_menu_hbox->add_child(memnew(VSeparator)); @@ -5267,7 +5265,7 @@ CanvasItemEditor::CanvasItemEditor() { p->set_hide_on_checkable_item_selection(false); p->add_shortcut(ED_SHORTCUT("canvas_item_editor/skeleton_show_bones", TTR("Show Bones")), SKELETON_SHOW_BONES); p->add_separator(); - p->add_shortcut(ED_SHORTCUT("canvas_item_editor/skeleton_make_bones", TTR("Make Bone2D Node(s) from Node(s)"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::B), SKELETON_MAKE_BONES); + p->add_shortcut(ED_SHORTCUT("canvas_item_editor/skeleton_make_bones", TTR("Make Bone2D Node(s) from Node(s)"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::B), SKELETON_MAKE_BONES); p->connect("id_pressed", callable_mp(this, &CanvasItemEditor::_popup_callback)); main_menu_hbox->add_child(memnew(VSeparator)); @@ -5301,7 +5299,7 @@ CanvasItemEditor::CanvasItemEditor() { grid_menu->add_radio_check_item(TTR("Show When Snapping"), GRID_VISIBILITY_SHOW_WHEN_SNAPPING); grid_menu->add_radio_check_item(TTR("Hide"), GRID_VISIBILITY_HIDE); grid_menu->add_separator(); - grid_menu->add_shortcut(ED_SHORTCUT("canvas_item_editor/toggle_grid", TTR("Toggle Grid"), KeyModifierMask::CMD | Key::APOSTROPHE)); + grid_menu->add_shortcut(ED_SHORTCUT("canvas_item_editor/toggle_grid", TTR("Toggle Grid"), KeyModifierMask::CMD_OR_CTRL | Key::APOSTROPHE)); p->add_child(grid_menu); p->add_submenu_item(TTR("Grid"), "GridMenu"); @@ -5318,7 +5316,7 @@ CanvasItemEditor::CanvasItemEditor() { p->add_shortcut(ED_SHORTCUT("canvas_item_editor/frame_selection", TTR("Frame Selection"), KeyModifierMask::SHIFT | Key::F), VIEW_FRAME_TO_SELECTION); p->add_shortcut(ED_SHORTCUT("canvas_item_editor/clear_guides", TTR("Clear Guides")), CLEAR_GUIDES); p->add_separator(); - p->add_check_shortcut(ED_SHORTCUT("canvas_item_editor/preview_canvas_scale", TTR("Preview Canvas Scale"), KeyModifierMask::SHIFT | KeyModifierMask::CMD | Key::P), PREVIEW_CANVAS_SCALE); + p->add_check_shortcut(ED_SHORTCUT("canvas_item_editor/preview_canvas_scale", TTR("Preview Canvas Scale"), KeyModifierMask::SHIFT | KeyModifierMask::CMD_OR_CTRL | Key::P), PREVIEW_CANVAS_SCALE); main_menu_hbox->add_child(memnew(VSeparator)); @@ -5388,7 +5386,7 @@ CanvasItemEditor::CanvasItemEditor() { p = animation_menu->get_popup(); p->add_shortcut(ED_GET_SHORTCUT("canvas_item_editor/anim_insert_key"), ANIM_INSERT_KEY); - p->add_shortcut(ED_SHORTCUT("canvas_item_editor/anim_insert_key_existing_tracks", TTR("Insert Key (Existing Tracks)"), KeyModifierMask::CMD + Key::INSERT), ANIM_INSERT_KEY_EXISTING); + p->add_shortcut(ED_SHORTCUT("canvas_item_editor/anim_insert_key_existing_tracks", TTR("Insert Key (Existing Tracks)"), KeyModifierMask::CMD_OR_CTRL + Key::INSERT), ANIM_INSERT_KEY_EXISTING); p->add_separator(); p->add_shortcut(ED_SHORTCUT("canvas_item_editor/anim_copy_pose", TTR("Copy Pose")), ANIM_COPY_POSE); p->add_shortcut(ED_SHORTCUT("canvas_item_editor/anim_paste_pose", TTR("Paste Pose")), ANIM_PASTE_POSE); @@ -5459,7 +5457,7 @@ void CanvasItemEditorPlugin::set_state(const Dictionary &p_state) { CanvasItemEditorPlugin::CanvasItemEditorPlugin() { canvas_item_editor = memnew(CanvasItemEditor); canvas_item_editor->set_v_size_flags(Control::SIZE_EXPAND_FILL); - EditorNode::get_singleton()->get_main_control()->add_child(canvas_item_editor); + EditorNode::get_singleton()->get_main_screen_control()->add_child(canvas_item_editor); canvas_item_editor->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT); canvas_item_editor->hide(); } diff --git a/editor/plugins/cast_2d_editor_plugin.h b/editor/plugins/cast_2d_editor_plugin.h index 85ff497bc7..ceed9b9111 100644 --- a/editor/plugins/cast_2d_editor_plugin.h +++ b/editor/plugins/cast_2d_editor_plugin.h @@ -42,7 +42,7 @@ class Cast2DEditor : public Control { Ref<EditorUndoRedoManager> undo_redo; CanvasItemEditor *canvas_item_editor = nullptr; - Node2D *node; + Node2D *node = nullptr; bool pressed = false; Point2 original_target_position; diff --git a/editor/plugins/control_editor_plugin.h b/editor/plugins/control_editor_plugin.h index 584d05aab0..22267cbc04 100644 --- a/editor/plugins/control_editor_plugin.h +++ b/editor/plugins/control_editor_plugin.h @@ -186,7 +186,7 @@ public: class SizeFlagPresetPicker : public ControlEditorPresetPicker { GDCLASS(SizeFlagPresetPicker, ControlEditorPresetPicker); - CheckBox *expand_button; + CheckBox *expand_button = nullptr; bool vertical = false; diff --git a/editor/plugins/cpu_particles_3d_editor_plugin.cpp b/editor/plugins/cpu_particles_3d_editor_plugin.cpp index 775c2dbb2a..ad12b8bef0 100644 --- a/editor/plugins/cpu_particles_3d_editor_plugin.cpp +++ b/editor/plugins/cpu_particles_3d_editor_plugin.cpp @@ -126,7 +126,7 @@ void CPUParticles3DEditorPlugin::make_visible(bool p_visible) { CPUParticles3DEditorPlugin::CPUParticles3DEditorPlugin() { particles_editor = memnew(CPUParticles3DEditor); - EditorNode::get_singleton()->get_main_control()->add_child(particles_editor); + EditorNode::get_singleton()->get_main_screen_control()->add_child(particles_editor); particles_editor->hide(); } diff --git a/editor/plugins/curve_editor_plugin.cpp b/editor/plugins/curve_editor_plugin.cpp index 0e84381279..8d1df0b32c 100644 --- a/editor/plugins/curve_editor_plugin.cpp +++ b/editor/plugins/curve_editor_plugin.cpp @@ -640,7 +640,7 @@ void CurveEditor::_draw() { // Background Vector2 view_size = get_rect().size; - draw_style_box(get_theme_stylebox(SNAME("bg"), SNAME("Tree")), Rect2(Point2(), view_size)); + draw_style_box(get_theme_stylebox(SNAME("panel"), SNAME("Tree")), Rect2(Point2(), view_size)); // Grid diff --git a/editor/plugins/editor_preview_plugins.cpp b/editor/plugins/editor_preview_plugins.cpp index 0ec36736bd..59b8f31720 100644 --- a/editor/plugins/editor_preview_plugins.cpp +++ b/editor/plugins/editor_preview_plugins.cpp @@ -307,7 +307,7 @@ Ref<Texture2D> EditorMaterialPreviewPlugin::generate(const Ref<Resource> &p_from if (material->get_shader_mode() == Shader::MODE_SPATIAL) { RS::get_singleton()->mesh_surface_set_material(sphere, 0, material->get_rid()); - RS::get_singleton()->connect(SNAME("frame_pre_draw"), callable_mp(const_cast<EditorMaterialPreviewPlugin *>(this), &EditorMaterialPreviewPlugin::_generate_frame_started), Object::CONNECT_ONESHOT); + RS::get_singleton()->connect(SNAME("frame_pre_draw"), callable_mp(const_cast<EditorMaterialPreviewPlugin *>(this), &EditorMaterialPreviewPlugin::_generate_frame_started), Object::CONNECT_ONE_SHOT); preview_done.wait(); @@ -709,7 +709,7 @@ Ref<Texture2D> EditorMeshPreviewPlugin::generate(const Ref<Resource> &p_from, co xform.origin.z -= rot_aabb.size.z * 2; RS::get_singleton()->instance_set_transform(mesh_instance, xform); - RS::get_singleton()->connect(SNAME("frame_pre_draw"), callable_mp(const_cast<EditorMeshPreviewPlugin *>(this), &EditorMeshPreviewPlugin::_generate_frame_started), Object::CONNECT_ONESHOT); + RS::get_singleton()->connect(SNAME("frame_pre_draw"), callable_mp(const_cast<EditorMeshPreviewPlugin *>(this), &EditorMeshPreviewPlugin::_generate_frame_started), Object::CONNECT_ONE_SHOT); preview_done.wait(); @@ -826,7 +826,7 @@ Ref<Texture2D> EditorFontPreviewPlugin::generate_from_path(const String &p_path, const float fg = c.get_luminance() < 0.5 ? 1.0 : 0.0; sampled_font->draw_string(canvas_item, pos, sample, HORIZONTAL_ALIGNMENT_LEFT, -1.f, 50, Color(fg, fg, fg)); - RS::get_singleton()->connect(SNAME("frame_pre_draw"), callable_mp(const_cast<EditorFontPreviewPlugin *>(this), &EditorFontPreviewPlugin::_generate_frame_started), Object::CONNECT_ONESHOT); + RS::get_singleton()->connect(SNAME("frame_pre_draw"), callable_mp(const_cast<EditorFontPreviewPlugin *>(this), &EditorFontPreviewPlugin::_generate_frame_started), Object::CONNECT_ONE_SHOT); preview_done.wait(); diff --git a/editor/plugins/gpu_particles_3d_editor_plugin.cpp b/editor/plugins/gpu_particles_3d_editor_plugin.cpp index ebc92bf531..d91cbb6571 100644 --- a/editor/plugins/gpu_particles_3d_editor_plugin.cpp +++ b/editor/plugins/gpu_particles_3d_editor_plugin.cpp @@ -454,7 +454,7 @@ void GPUParticles3DEditorPlugin::make_visible(bool p_visible) { GPUParticles3DEditorPlugin::GPUParticles3DEditorPlugin() { particles_editor = memnew(GPUParticles3DEditor); - EditorNode::get_singleton()->get_main_control()->add_child(particles_editor); + EditorNode::get_singleton()->get_main_screen_control()->add_child(particles_editor); particles_editor->hide(); } diff --git a/editor/plugins/material_editor_plugin.cpp b/editor/plugins/material_editor_plugin.cpp index 76d05624d6..fe7713f175 100644 --- a/editor/plugins/material_editor_plugin.cpp +++ b/editor/plugins/material_editor_plugin.cpp @@ -40,6 +40,19 @@ #include "scene/resources/particle_process_material.h" #include "scene/resources/sky_material.h" +void MaterialEditor::gui_input(const Ref<InputEvent> &p_event) { + ERR_FAIL_COND(p_event.is_null()); + + Ref<InputEventMouseMotion> mm = p_event; + if (mm.is_valid() && (mm->get_button_mask() & MouseButton::MASK_LEFT) != MouseButton::NONE) { + rot.x -= mm->get_relative().y * 0.01; + rot.y -= mm->get_relative().x * 0.01; + + rot.x = CLAMP(rot.x, -Math_PI / 2, Math_PI / 2); + _update_rotation(); + } +} + void MaterialEditor::_update_theme_item_cache() { Control::_update_theme_item_cache(); @@ -77,6 +90,13 @@ void MaterialEditor::_notification(int p_what) { } } +void MaterialEditor::_update_rotation() { + Transform3D t; + t.basis.rotate(Vector3(0, 1, 0), -rot.y); + t.basis.rotate(Vector3(1, 0, 0), -rot.x); + rotation->set_transform(t); +} + void MaterialEditor::edit(Ref<Material> p_material, const Ref<Environment> &p_env) { material = p_material; camera->set_environment(p_env); @@ -102,6 +122,10 @@ void MaterialEditor::edit(Ref<Material> p_material, const Ref<Environment> &p_en } else { hide(); } + + rot.x = Math::deg_to_rad(-15.0); + rot.y = Math::deg_to_rad(30.0); + _update_rotation(); } void MaterialEditor::_button_pressed(Node *p_button) { @@ -130,9 +154,6 @@ void MaterialEditor::_button_pressed(Node *p_button) { } } -void MaterialEditor::_bind_methods() { -} - MaterialEditor::MaterialEditor() { // canvas item @@ -163,7 +184,7 @@ MaterialEditor::MaterialEditor() { viewport->set_msaa_3d(Viewport::MSAA_4X); camera = memnew(Camera3D); - camera->set_transform(Transform3D(Basis(), Vector3(0, 0, 3))); + camera->set_transform(Transform3D(Basis(), Vector3(0, 0, 1.1))); // Use low field of view so the sphere/box is fully encompassed within the preview, // without much distortion. camera->set_perspective(20, 0.1, 10); @@ -183,18 +204,17 @@ MaterialEditor::MaterialEditor() { light2->set_color(Color(0.7, 0.7, 0.7)); viewport->add_child(light2); + rotation = memnew(Node3D); + viewport->add_child(rotation); + sphere_instance = memnew(MeshInstance3D); - viewport->add_child(sphere_instance); + rotation->add_child(sphere_instance); box_instance = memnew(MeshInstance3D); - viewport->add_child(box_instance); - - Transform3D box_xform; - box_xform.basis.rotate(Vector3(1, 0, 0), Math::deg_to_rad(25.0)); - box_xform.basis = box_xform.basis * Basis().rotated(Vector3(0, 1, 0), Math::deg_to_rad(-25.0)); - box_xform.basis.scale(Vector3(0.7, 0.7, 0.7)); - box_xform.origin.y = 0.05; - box_instance->set_transform(box_xform); + rotation->add_child(box_instance); + + box_instance->set_transform(Transform3D() * 0.25); + sphere_instance->set_transform(Transform3D() * 0.375); sphere_mesh.instantiate(); sphere_instance->set_mesh(sphere_mesh); diff --git a/editor/plugins/material_editor_plugin.h b/editor/plugins/material_editor_plugin.h index 7ce6deee65..8e64434d8b 100644 --- a/editor/plugins/material_editor_plugin.h +++ b/editor/plugins/material_editor_plugin.h @@ -45,11 +45,14 @@ class SubViewportContainer; class MaterialEditor : public Control { GDCLASS(MaterialEditor, Control); + Vector2 rot = Vector2(); + HBoxContainer *layout_2d = nullptr; ColorRect *rect_instance = nullptr; SubViewportContainer *vc = nullptr; SubViewport *viewport = nullptr; + Node3D *rotation = nullptr; MeshInstance3D *sphere_instance = nullptr; MeshInstance3D *box_instance = nullptr; DirectionalLight3D *light1 = nullptr; @@ -87,7 +90,8 @@ class MaterialEditor : public Control { protected: virtual void _update_theme_item_cache() override; void _notification(int p_what); - static void _bind_methods(); + void gui_input(const Ref<InputEvent> &p_event) override; + void _update_rotation(); public: void edit(Ref<Material> p_material, const Ref<Environment> &p_env); diff --git a/editor/plugins/mesh_instance_3d_editor_plugin.cpp b/editor/plugins/mesh_instance_3d_editor_plugin.cpp index 7bd406b869..c502d47669 100644 --- a/editor/plugins/mesh_instance_3d_editor_plugin.cpp +++ b/editor/plugins/mesh_instance_3d_editor_plugin.cpp @@ -567,7 +567,7 @@ void MeshInstance3DEditorPlugin::make_visible(bool p_visible) { MeshInstance3DEditorPlugin::MeshInstance3DEditorPlugin() { mesh_editor = memnew(MeshInstance3DEditor); - EditorNode::get_singleton()->get_main_control()->add_child(mesh_editor); + EditorNode::get_singleton()->get_main_screen_control()->add_child(mesh_editor); mesh_editor->options->hide(); } diff --git a/editor/plugins/mesh_library_editor_plugin.cpp b/editor/plugins/mesh_library_editor_plugin.cpp index 319f6ee9de..420ebe5942 100644 --- a/editor/plugins/mesh_library_editor_plugin.cpp +++ b/editor/plugins/mesh_library_editor_plugin.cpp @@ -319,7 +319,7 @@ void MeshLibraryEditorPlugin::make_visible(bool p_visible) { MeshLibraryEditorPlugin::MeshLibraryEditorPlugin() { mesh_library_editor = memnew(MeshLibraryEditor); - EditorNode::get_singleton()->get_main_control()->add_child(mesh_library_editor); + EditorNode::get_singleton()->get_main_screen_control()->add_child(mesh_library_editor); mesh_library_editor->set_anchors_and_offsets_preset(Control::PRESET_TOP_WIDE); mesh_library_editor->set_end(Point2(0, 22)); mesh_library_editor->hide(); diff --git a/editor/plugins/multimesh_editor_plugin.cpp b/editor/plugins/multimesh_editor_plugin.cpp index fc4dc5bc2f..b0e206b020 100644 --- a/editor/plugins/multimesh_editor_plugin.cpp +++ b/editor/plugins/multimesh_editor_plugin.cpp @@ -379,7 +379,7 @@ void MultiMeshEditorPlugin::make_visible(bool p_visible) { MultiMeshEditorPlugin::MultiMeshEditorPlugin() { multimesh_editor = memnew(MultiMeshEditor); - EditorNode::get_singleton()->get_main_control()->add_child(multimesh_editor); + EditorNode::get_singleton()->get_main_screen_control()->add_child(multimesh_editor); multimesh_editor->options->hide(); } diff --git a/editor/plugins/navigation_link_2d_editor_plugin.h b/editor/plugins/navigation_link_2d_editor_plugin.h index 1c1251bec7..0a3d9b8810 100644 --- a/editor/plugins/navigation_link_2d_editor_plugin.h +++ b/editor/plugins/navigation_link_2d_editor_plugin.h @@ -42,7 +42,7 @@ class NavigationLink2DEditor : public Control { Ref<EditorUndoRedoManager> undo_redo; CanvasItemEditor *canvas_item_editor = nullptr; - NavigationLink2D *node; + NavigationLink2D *node = nullptr; bool start_grabbed = false; Vector2 original_start_location; diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp index 03cf9abed9..c8b49678d2 100644 --- a/editor/plugins/node_3d_editor_plugin.cpp +++ b/editor/plugins/node_3d_editor_plugin.cpp @@ -1360,8 +1360,8 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) { if (discard == EditorPlugin::AFTER_GUI_INPUT_STOP) { return; } - if (discard == EditorPlugin::AFTER_GUI_INPUT_DESELECT) { - after = EditorPlugin::AFTER_GUI_INPUT_DESELECT; + if (discard == EditorPlugin::AFTER_GUI_INPUT_CUSTOM) { + after = EditorPlugin::AFTER_GUI_INPUT_CUSTOM; } } } @@ -1373,8 +1373,8 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) { if (discard == EditorPlugin::AFTER_GUI_INPUT_STOP) { return; } - if (discard == EditorPlugin::AFTER_GUI_INPUT_DESELECT) { - after = EditorPlugin::AFTER_GUI_INPUT_DESELECT; + if (discard == EditorPlugin::AFTER_GUI_INPUT_CUSTOM) { + after = EditorPlugin::AFTER_GUI_INPUT_CUSTOM; } } } @@ -1586,7 +1586,7 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) { clicked = ObjectID(); - if ((spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT && b->is_command_pressed()) || spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_ROTATE) { + if ((spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT && b->is_command_or_control_pressed()) || spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_ROTATE) { begin_transform(TRANSFORM_ROTATE, false); break; } @@ -1601,7 +1601,7 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) { break; } - if (after != EditorPlugin::AFTER_GUI_INPUT_DESELECT) { + if (after != EditorPlugin::AFTER_GUI_INPUT_CUSTOM) { //clicking is always deferred to either move or release clicked = _select_ray(b->get_position()); selection_in_progress = true; @@ -1622,7 +1622,7 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) { break; } - if (after != EditorPlugin::AFTER_GUI_INPUT_DESELECT) { + if (after != EditorPlugin::AFTER_GUI_INPUT_CUSTOM) { selection_in_progress = false; if (clicked.is_valid()) { @@ -2624,14 +2624,14 @@ void Node3DEditorViewport::_notification(int p_what) { cpu_time_label->add_theme_color_override( "font_color", frame_time_gradient->get_color_at_offset( - Math::range_lerp(cpu_time, 0, 30, 0, 1))); + Math::remap(cpu_time, 0, 30, 0, 1))); gpu_time_label->set_text(vformat(TTR("GPU Time: %s ms"), rtos(gpu_time).pad_decimals(2))); // Middle point is at 15 ms. gpu_time_label->add_theme_color_override( "font_color", frame_time_gradient->get_color_at_offset( - Math::range_lerp(gpu_time, 0, 30, 0, 1))); + Math::remap(gpu_time, 0, 30, 0, 1))); const double fps = 1000.0 / gpu_time; fps_label->set_text(vformat(TTR("FPS: %d"), fps)); @@ -2639,7 +2639,7 @@ void Node3DEditorViewport::_notification(int p_what) { fps_label->add_theme_color_override( "font_color", frame_time_gradient->get_color_at_offset( - Math::range_lerp(fps, 110, 10, 0, 1))); + Math::remap(fps, 110, 10, 0, 1))); } bool show_cinema = view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(VIEW_CINEMATIC_PREVIEW)); @@ -4817,7 +4817,7 @@ Node3DEditorViewport::Node3DEditorViewport(Node3DEditor *p_spatial_editor, int p preview_camera = memnew(CheckBox); preview_camera->set_text(TTR("Preview")); - preview_camera->set_shortcut(ED_SHORTCUT("spatial_editor/toggle_camera_preview", TTR("Toggle Camera Preview"), KeyModifierMask::CMD | Key::P)); + preview_camera->set_shortcut(ED_SHORTCUT("spatial_editor/toggle_camera_preview", TTR("Toggle Camera Preview"), KeyModifierMask::CMD_OR_CTRL | Key::P)); vbox->add_child(preview_camera); preview_camera->set_h_size_flags(0); preview_camera->hide(); @@ -5516,8 +5516,8 @@ Dictionary Node3DEditor::get_state() const { pd["sun_color"] = sun_color->get_pick_color(); pd["sun_energy"] = sun_energy->get_value(); - pd["sun_disabled"] = sun_button->is_pressed(); - pd["environ_disabled"] = environ_button->is_pressed(); + pd["sun_enabled"] = sun_button->is_pressed(); + pd["environ_enabled"] = environ_button->is_pressed(); d["preview_sun_env"] = pd; } @@ -5648,8 +5648,8 @@ void Node3DEditor::set_state(const Dictionary &p_state) { sun_color->set_pick_color(pd["sun_color"]); sun_energy->set_value(pd["sun_energy"]); - sun_button->set_pressed(pd["sun_disabled"]); - environ_button->set_pressed(pd["environ_disabled"]); + sun_button->set_pressed(pd["sun_enabled"]); + environ_button->set_pressed(pd["environ_enabled"]); sun_environ_updating = false; @@ -5657,8 +5657,8 @@ void Node3DEditor::set_state(const Dictionary &p_state) { _update_preview_environment(); } else { _load_default_preview_settings(); - sun_button->set_pressed(false); - environ_button->set_pressed(false); + sun_button->set_pressed(true); + environ_button->set_pressed(true); _preview_settings_changed(); _update_preview_environment(); } @@ -7159,8 +7159,8 @@ void Node3DEditor::_update_theme() { view_menu->get_popup()->set_item_icon(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_3_VIEWPORTS_ALT), get_theme_icon(SNAME("Panels3Alt"), SNAME("EditorIcons"))); view_menu->get_popup()->set_item_icon(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_4_VIEWPORTS), get_theme_icon(SNAME("Panels4"), SNAME("EditorIcons"))); - sun_button->set_icon(get_theme_icon(SNAME("DirectionalLight3D"), SNAME("EditorIcons"))); - environ_button->set_icon(get_theme_icon(SNAME("WorldEnvironment"), SNAME("EditorIcons"))); + sun_button->set_icon(get_theme_icon(SNAME("PreviewSun"), SNAME("EditorIcons"))); + environ_button->set_icon(get_theme_icon(SNAME("PreviewEnvironment"), SNAME("EditorIcons"))); sun_environ_settings->set_icon(get_theme_icon(SNAME("GuiTabMenuHl"), SNAME("EditorIcons"))); sun_title->add_theme_font_override("font", get_theme_font(SNAME("title_font"), SNAME("Window"))); @@ -7636,7 +7636,7 @@ void Node3DEditor::_load_default_preview_settings() { } void Node3DEditor::_update_preview_environment() { - bool disable_light = directional_light_count > 0 || sun_button->is_pressed(); + bool disable_light = directional_light_count > 0 || !sun_button->is_pressed(); sun_button->set_disabled(directional_light_count > 0); @@ -7664,7 +7664,7 @@ void Node3DEditor::_update_preview_environment() { sun_angle_altitude->set_value(-Math::rad_to_deg(sun_rotation.x)); sun_angle_azimuth->set_value(180.0 - Math::rad_to_deg(sun_rotation.y)); - bool disable_env = world_env_count > 0 || environ_button->is_pressed(); + bool disable_env = world_env_count > 0 || !environ_button->is_pressed(); environ_button->set_disabled(world_env_count > 0); @@ -7751,7 +7751,7 @@ Node3DEditor::Node3DEditor() { tool_button[TOOL_MODE_SELECT]->connect("pressed", callable_mp(this, &Node3DEditor::_menu_item_pressed).bind(MENU_TOOL_SELECT)); tool_button[TOOL_MODE_SELECT]->set_shortcut(ED_SHORTCUT("spatial_editor/tool_select", TTR("Select Mode"), Key::Q)); tool_button[TOOL_MODE_SELECT]->set_shortcut_context(this); - tool_button[TOOL_MODE_SELECT]->set_tooltip_text(keycode_get_string((Key)KeyModifierMask::CMD) + TTR("Drag: Rotate selected node around pivot.") + "\n" + TTR("Alt+RMB: Show list of all nodes at position clicked, including locked.")); + tool_button[TOOL_MODE_SELECT]->set_tooltip_text(keycode_get_string((Key)KeyModifierMask::CMD_OR_CTRL) + TTR("Drag: Rotate selected node around pivot.") + "\n" + TTR("Alt+RMB: Show list of all nodes at position clicked, including locked.")); main_menu_hbox->add_child(memnew(VSeparator)); tool_button[TOOL_MODE_MOVE] = memnew(Button); @@ -7794,7 +7794,7 @@ Node3DEditor::Node3DEditor() { tool_button[TOOL_LOCK_SELECTED]->connect("pressed", callable_mp(this, &Node3DEditor::_menu_item_pressed).bind(MENU_LOCK_SELECTED)); tool_button[TOOL_LOCK_SELECTED]->set_tooltip_text(TTR("Lock selected node, preventing selection and movement.")); // Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused. - tool_button[TOOL_LOCK_SELECTED]->set_shortcut(ED_SHORTCUT("editor/lock_selected_nodes", TTR("Lock Selected Node(s)"), KeyModifierMask::CMD | Key::L)); + tool_button[TOOL_LOCK_SELECTED]->set_shortcut(ED_SHORTCUT("editor/lock_selected_nodes", TTR("Lock Selected Node(s)"), KeyModifierMask::CMD_OR_CTRL | Key::L)); tool_button[TOOL_UNLOCK_SELECTED] = memnew(Button); main_menu_hbox->add_child(tool_button[TOOL_UNLOCK_SELECTED]); @@ -7802,7 +7802,7 @@ Node3DEditor::Node3DEditor() { tool_button[TOOL_UNLOCK_SELECTED]->connect("pressed", callable_mp(this, &Node3DEditor::_menu_item_pressed).bind(MENU_UNLOCK_SELECTED)); tool_button[TOOL_UNLOCK_SELECTED]->set_tooltip_text(TTR("Unlock selected node, allowing selection and movement.")); // Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused. - tool_button[TOOL_UNLOCK_SELECTED]->set_shortcut(ED_SHORTCUT("editor/unlock_selected_nodes", TTR("Unlock Selected Node(s)"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::L)); + tool_button[TOOL_UNLOCK_SELECTED]->set_shortcut(ED_SHORTCUT("editor/unlock_selected_nodes", TTR("Unlock Selected Node(s)"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::L)); tool_button[TOOL_GROUP_SELECTED] = memnew(Button); main_menu_hbox->add_child(tool_button[TOOL_GROUP_SELECTED]); @@ -7810,7 +7810,7 @@ Node3DEditor::Node3DEditor() { tool_button[TOOL_GROUP_SELECTED]->connect("pressed", callable_mp(this, &Node3DEditor::_menu_item_pressed).bind(MENU_GROUP_SELECTED)); tool_button[TOOL_GROUP_SELECTED]->set_tooltip_text(TTR("Make selected node's children not selectable.")); // Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused. - tool_button[TOOL_GROUP_SELECTED]->set_shortcut(ED_SHORTCUT("editor/group_selected_nodes", TTR("Group Selected Node(s)"), KeyModifierMask::CMD | Key::G)); + tool_button[TOOL_GROUP_SELECTED]->set_shortcut(ED_SHORTCUT("editor/group_selected_nodes", TTR("Group Selected Node(s)"), KeyModifierMask::CMD_OR_CTRL | Key::G)); tool_button[TOOL_UNGROUP_SELECTED] = memnew(Button); main_menu_hbox->add_child(tool_button[TOOL_UNGROUP_SELECTED]); @@ -7818,7 +7818,7 @@ Node3DEditor::Node3DEditor() { tool_button[TOOL_UNGROUP_SELECTED]->connect("pressed", callable_mp(this, &Node3DEditor::_menu_item_pressed).bind(MENU_UNGROUP_SELECTED)); tool_button[TOOL_UNGROUP_SELECTED]->set_tooltip_text(TTR("Make selected node's children selectable.")); // Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused. - tool_button[TOOL_UNGROUP_SELECTED]->set_shortcut(ED_SHORTCUT("editor/ungroup_selected_nodes", TTR("Ungroup Selected Node(s)"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::G)); + tool_button[TOOL_UNGROUP_SELECTED]->set_shortcut(ED_SHORTCUT("editor/ungroup_selected_nodes", TTR("Ungroup Selected Node(s)"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::G)); main_menu_hbox->add_child(memnew(VSeparator)); @@ -7855,6 +7855,8 @@ Node3DEditor::Node3DEditor() { sun_button->set_flat(true); sun_button->connect("pressed", callable_mp(this, &Node3DEditor::_update_preview_environment), CONNECT_DEFERRED); sun_button->set_disabled(true); + // Preview is enabled by default - ensure this applies on editor startup when there is no state yet. + sun_button->set_pressed(true); main_menu_hbox->add_child(sun_button); @@ -7864,6 +7866,8 @@ Node3DEditor::Node3DEditor() { environ_button->set_flat(true); environ_button->connect("pressed", callable_mp(this, &Node3DEditor::_update_preview_environment), CONNECT_DEFERRED); environ_button->set_disabled(true); + // Preview is enabled by default - ensure this applies on editor startup when there is no state yet. + environ_button->set_pressed(true); main_menu_hbox->add_child(environ_button); @@ -7895,12 +7899,12 @@ Node3DEditor::Node3DEditor() { ED_SHORTCUT("spatial_editor/insert_anim_key", TTR("Insert Animation Key"), Key::K); ED_SHORTCUT("spatial_editor/focus_origin", TTR("Focus Origin"), Key::O); ED_SHORTCUT("spatial_editor/focus_selection", TTR("Focus Selection"), Key::F); - ED_SHORTCUT("spatial_editor/align_transform_with_view", TTR("Align Transform with View"), KeyModifierMask::ALT + KeyModifierMask::CMD + Key::M); - ED_SHORTCUT("spatial_editor/align_rotation_with_view", TTR("Align Rotation with View"), KeyModifierMask::ALT + KeyModifierMask::CMD + Key::F); + ED_SHORTCUT("spatial_editor/align_transform_with_view", TTR("Align Transform with View"), KeyModifierMask::ALT + KeyModifierMask::CMD_OR_CTRL + Key::M); + ED_SHORTCUT("spatial_editor/align_rotation_with_view", TTR("Align Rotation with View"), KeyModifierMask::ALT + KeyModifierMask::CMD_OR_CTRL + Key::F); ED_SHORTCUT("spatial_editor/freelook_toggle", TTR("Toggle Freelook"), KeyModifierMask::SHIFT + Key::F); - ED_SHORTCUT("spatial_editor/decrease_fov", TTR("Decrease Field of View"), KeyModifierMask::CMD + Key::EQUAL); // Usually direct access key for `KEY_PLUS`. - ED_SHORTCUT("spatial_editor/increase_fov", TTR("Increase Field of View"), KeyModifierMask::CMD + Key::MINUS); - ED_SHORTCUT("spatial_editor/reset_fov", TTR("Reset Field of View to Default"), KeyModifierMask::CMD + Key::KEY_0); + ED_SHORTCUT("spatial_editor/decrease_fov", TTR("Decrease Field of View"), KeyModifierMask::CMD_OR_CTRL + Key::EQUAL); // Usually direct access key for `KEY_PLUS`. + ED_SHORTCUT("spatial_editor/increase_fov", TTR("Increase Field of View"), KeyModifierMask::CMD_OR_CTRL + Key::MINUS); + ED_SHORTCUT("spatial_editor/reset_fov", TTR("Reset Field of View to Default"), KeyModifierMask::CMD_OR_CTRL + Key::KEY_0); PopupMenu *p; @@ -7940,12 +7944,12 @@ Node3DEditor::Node3DEditor() { accept = memnew(AcceptDialog); EditorNode::get_singleton()->get_gui_base()->add_child(accept); - p->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/1_viewport", TTR("1 Viewport"), KeyModifierMask::CMD + Key::KEY_1), MENU_VIEW_USE_1_VIEWPORT); - p->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/2_viewports", TTR("2 Viewports"), KeyModifierMask::CMD + Key::KEY_2), MENU_VIEW_USE_2_VIEWPORTS); - p->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/2_viewports_alt", TTR("2 Viewports (Alt)"), KeyModifierMask::ALT + KeyModifierMask::CMD + Key::KEY_2), MENU_VIEW_USE_2_VIEWPORTS_ALT); - p->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/3_viewports", TTR("3 Viewports"), KeyModifierMask::CMD + Key::KEY_3), MENU_VIEW_USE_3_VIEWPORTS); - p->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/3_viewports_alt", TTR("3 Viewports (Alt)"), KeyModifierMask::ALT + KeyModifierMask::CMD + Key::KEY_3), MENU_VIEW_USE_3_VIEWPORTS_ALT); - p->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/4_viewports", TTR("4 Viewports"), KeyModifierMask::CMD + Key::KEY_4), MENU_VIEW_USE_4_VIEWPORTS); + p->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/1_viewport", TTR("1 Viewport"), KeyModifierMask::CMD_OR_CTRL + Key::KEY_1), MENU_VIEW_USE_1_VIEWPORT); + p->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/2_viewports", TTR("2 Viewports"), KeyModifierMask::CMD_OR_CTRL + Key::KEY_2), MENU_VIEW_USE_2_VIEWPORTS); + p->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/2_viewports_alt", TTR("2 Viewports (Alt)"), KeyModifierMask::ALT + KeyModifierMask::CMD_OR_CTRL + Key::KEY_2), MENU_VIEW_USE_2_VIEWPORTS_ALT); + p->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/3_viewports", TTR("3 Viewports"), KeyModifierMask::CMD_OR_CTRL + Key::KEY_3), MENU_VIEW_USE_3_VIEWPORTS); + p->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/3_viewports_alt", TTR("3 Viewports (Alt)"), KeyModifierMask::ALT + KeyModifierMask::CMD_OR_CTRL + Key::KEY_3), MENU_VIEW_USE_3_VIEWPORTS_ALT); + p->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/4_viewports", TTR("4 Viewports"), KeyModifierMask::CMD_OR_CTRL + Key::KEY_4), MENU_VIEW_USE_4_VIEWPORTS); p->add_separator(); p->add_submenu_item(TTR("Gizmos"), "GizmosMenu"); @@ -8148,7 +8152,7 @@ Node3DEditor::Node3DEditor() { CenterContainer *sun_direction_center = memnew(CenterContainer); sun_direction = memnew(Control); - sun_direction->set_custom_minimum_size(Size2i(128, 128) * EDSCALE); + sun_direction->set_custom_minimum_size(Size2(128, 128) * EDSCALE); sun_direction_center->add_child(sun_direction); sun_vb->add_margin_child(TTR("Sun Direction"), sun_direction_center); sun_direction->connect("gui_input", callable_mp(this, &Node3DEditor::_sun_direction_input)); @@ -8449,7 +8453,7 @@ void Node3DEditor::remove_gizmo_plugin(Ref<EditorNode3DGizmoPlugin> p_plugin) { Node3DEditorPlugin::Node3DEditorPlugin() { spatial_editor = memnew(Node3DEditor); spatial_editor->set_v_size_flags(Control::SIZE_EXPAND_FILL); - EditorNode::get_singleton()->get_main_control()->add_child(spatial_editor); + EditorNode::get_singleton()->get_main_screen_control()->add_child(spatial_editor); spatial_editor->hide(); } diff --git a/editor/plugins/path_2d_editor_plugin.cpp b/editor/plugins/path_2d_editor_plugin.cpp index dc6dfd81c2..c8bd4c1d05 100644 --- a/editor/plugins/path_2d_editor_plugin.cpp +++ b/editor/plugins/path_2d_editor_plugin.cpp @@ -150,7 +150,7 @@ bool Path2DEditor::forward_gui_input(const Ref<InputEvent> &p_event) { } // Check for point creation. - if (mb->is_pressed() && mb->get_button_index() == MouseButton::LEFT && ((mb->is_command_pressed() && mode == MODE_EDIT) || mode == MODE_CREATE)) { + if (mb->is_pressed() && mb->get_button_index() == MouseButton::LEFT && ((mb->is_command_or_control_pressed() && mode == MODE_EDIT) || mode == MODE_CREATE)) { Ref<Curve2D> curve = node->get_curve(); undo_redo->create_action(TTR("Add Point to Curve")); @@ -537,7 +537,7 @@ Path2DEditor::Path2DEditor() { curve_edit->set_flat(true); curve_edit->set_toggle_mode(true); curve_edit->set_focus_mode(Control::FOCUS_NONE); - curve_edit->set_tooltip_text(TTR("Select Points") + "\n" + TTR("Shift+Drag: Select Control Points") + "\n" + keycode_get_string((Key)KeyModifierMask::CMD) + TTR("Click: Add Point") + "\n" + TTR("Left Click: Split Segment (in curve)") + "\n" + TTR("Right Click: Delete Point")); + curve_edit->set_tooltip_text(TTR("Select Points") + "\n" + TTR("Shift+Drag: Select Control Points") + "\n" + keycode_get_string((Key)KeyModifierMask::CMD_OR_CTRL) + TTR("Click: Add Point") + "\n" + TTR("Left Click: Split Segment (in curve)") + "\n" + TTR("Right Click: Delete Point")); curve_edit->connect("pressed", callable_mp(this, &Path2DEditor::_mode_selected).bind(MODE_EDIT)); base_hb->add_child(curve_edit); diff --git a/editor/plugins/path_3d_editor_plugin.cpp b/editor/plugins/path_3d_editor_plugin.cpp index 1029b06638..adfaf11264 100644 --- a/editor/plugins/path_3d_editor_plugin.cpp +++ b/editor/plugins/path_3d_editor_plugin.cpp @@ -597,7 +597,7 @@ Path3DEditorPlugin::Path3DEditorPlugin() { curve_edit->set_toggle_mode(true); curve_edit->hide(); curve_edit->set_focus_mode(Control::FOCUS_NONE); - curve_edit->set_tooltip_text(TTR("Select Points") + "\n" + TTR("Shift+Drag: Select Control Points") + "\n" + keycode_get_string((Key)KeyModifierMask::CMD) + TTR("Click: Add Point") + "\n" + TTR("Right Click: Delete Point")); + curve_edit->set_tooltip_text(TTR("Select Points") + "\n" + TTR("Shift+Drag: Select Control Points") + "\n" + keycode_get_string((Key)KeyModifierMask::CMD_OR_CTRL) + TTR("Click: Add Point") + "\n" + TTR("Right Click: Delete Point")); Node3DEditor::get_singleton()->add_control_to_menu_panel(curve_edit); curve_create = memnew(Button); diff --git a/editor/plugins/polygon_2d_editor_plugin.cpp b/editor/plugins/polygon_2d_editor_plugin.cpp index a652d1d12f..58a3a07c43 100644 --- a/editor/plugins/polygon_2d_editor_plugin.cpp +++ b/editor/plugins/polygon_2d_editor_plugin.cpp @@ -94,8 +94,8 @@ void Polygon2DEditor::_notification(int p_what) { [[fallthrough]]; } case NOTIFICATION_THEME_CHANGED: { - uv_edit_draw->add_theme_style_override("panel", get_theme_stylebox(SNAME("bg"), SNAME("Tree"))); - bone_scroll->add_theme_style_override("bg", get_theme_stylebox(SNAME("bg"), SNAME("Tree"))); + uv_edit_draw->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Tree"))); + bone_scroll->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Tree"))); } break; case NOTIFICATION_VISIBILITY_CHANGED: { @@ -627,11 +627,11 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) { } if (uv_move_current == UV_MODE_EDIT_POINT) { - if (mb->is_shift_pressed() && mb->is_command_pressed()) { + if (mb->is_shift_pressed() && mb->is_command_or_control_pressed()) { uv_move_current = UV_MODE_SCALE; } else if (mb->is_shift_pressed()) { uv_move_current = UV_MODE_MOVE; - } else if (mb->is_command_pressed()) { + } else if (mb->is_command_or_control_pressed()) { uv_move_current = UV_MODE_ROTATE; } } diff --git a/editor/plugins/script_editor_plugin.cpp b/editor/plugins/script_editor_plugin.cpp index ad114e022f..0a111aeb49 100644 --- a/editor/plugins/script_editor_plugin.cpp +++ b/editor/plugins/script_editor_plugin.cpp @@ -882,7 +882,7 @@ void ScriptEditor::_queue_close_tabs() { // Maybe there are unsaved changes. if (se->is_unsaved()) { _ask_close_current_unsaved_tab(se); - erase_tab_confirm->connect(SceneStringNames::get_singleton()->visibility_changed, callable_mp(this, &ScriptEditor::_queue_close_tabs), CONNECT_ONESHOT); + erase_tab_confirm->connect(SceneStringNames::get_singleton()->visibility_changed, callable_mp(this, &ScriptEditor::_queue_close_tabs), CONNECT_ONE_SHOT); break; } } @@ -3363,15 +3363,15 @@ void ScriptEditor::_update_selected_editor_menu() { EditorHelp *eh = Object::cast_to<EditorHelp>(tab_container->get_current_tab_control()); script_search_menu->get_popup()->clear(); if (eh) { - script_search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find", TTR("Find..."), KeyModifierMask::CMD | Key::F), HELP_SEARCH_FIND); + script_search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find", TTR("Find..."), KeyModifierMask::CMD_OR_CTRL | Key::F), HELP_SEARCH_FIND); script_search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_next", TTR("Find Next"), Key::F3), HELP_SEARCH_FIND_NEXT); script_search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_previous", TTR("Find Previous"), KeyModifierMask::SHIFT | Key::F3), HELP_SEARCH_FIND_PREVIOUS); script_search_menu->get_popup()->add_separator(); - script_search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_in_files", TTR("Find in Files"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::F), SEARCH_IN_FILES); + script_search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_in_files", TTR("Find in Files"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::F), SEARCH_IN_FILES); script_search_menu->show(); } else { if (tab_container->get_tab_count() == 0) { - script_search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_in_files", TTR("Find in Files"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::F), SEARCH_IN_FILES); + script_search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_in_files", TTR("Find in Files"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::F), SEARCH_IN_FILES); script_search_menu->show(); } else { script_search_menu->hide(); @@ -3757,8 +3757,8 @@ ScriptEditor::ScriptEditor() { ED_SHORTCUT("script_editor/window_move_up", TTR("Move Up"), KeyModifierMask::SHIFT | KeyModifierMask::ALT | Key::UP); ED_SHORTCUT("script_editor/window_move_down", TTR("Move Down"), KeyModifierMask::SHIFT | KeyModifierMask::ALT | Key::DOWN); // FIXME: These should be `Key::GREATER` and `Key::LESS` but those don't work. - ED_SHORTCUT("script_editor/next_script", TTR("Next Script"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::PERIOD); - ED_SHORTCUT("script_editor/prev_script", TTR("Previous Script"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::COMMA); + ED_SHORTCUT("script_editor/next_script", TTR("Next Script"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::PERIOD); + ED_SHORTCUT("script_editor/prev_script", TTR("Previous Script"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::COMMA); set_process_input(true); set_process_shortcut_input(true); @@ -3768,10 +3768,10 @@ ScriptEditor::ScriptEditor() { file_menu->set_shortcut_context(this); menu_hb->add_child(file_menu); - file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/new", TTR("New Script..."), KeyModifierMask::CMD | Key::N), FILE_NEW); - file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/new_textfile", TTR("New Text File..."), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::N), FILE_NEW_TEXTFILE); + file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/new", TTR("New Script..."), KeyModifierMask::CMD_OR_CTRL | Key::N), FILE_NEW); + file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/new_textfile", TTR("New Text File..."), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::N), FILE_NEW_TEXTFILE); file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/open", TTR("Open...")), FILE_OPEN); - file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/reopen_closed_script", TTR("Reopen Closed Script"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::T), FILE_REOPEN_CLOSED); + file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/reopen_closed_script", TTR("Reopen Closed Script"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::T), FILE_REOPEN_CLOSED); file_menu->get_popup()->add_submenu_item(TTR("Open Recent"), "RecentScripts", FILE_OPEN_RECENT); recent_scripts = memnew(PopupMenu); @@ -3781,11 +3781,11 @@ ScriptEditor::ScriptEditor() { _update_recent_scripts(); file_menu->get_popup()->add_separator(); - file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/save", TTR("Save"), KeyModifierMask::ALT | KeyModifierMask::CMD | Key::S), FILE_SAVE); + file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/save", TTR("Save"), KeyModifierMask::ALT | KeyModifierMask::CMD_OR_CTRL | Key::S), FILE_SAVE); file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/save_as", TTR("Save As...")), FILE_SAVE_AS); file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/save_all", TTR("Save All"), KeyModifierMask::SHIFT | KeyModifierMask::ALT | Key::S), FILE_SAVE_ALL); file_menu->get_popup()->add_separator(); - file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/reload_script_soft", TTR("Soft Reload Tool Script"), KeyModifierMask::CMD | KeyModifierMask::ALT | Key::R), FILE_TOOL_RELOAD_SOFT); + file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/reload_script_soft", TTR("Soft Reload Tool Script"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::ALT | Key::R), FILE_TOOL_RELOAD_SOFT); file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/copy_path", TTR("Copy Script Path")), FILE_COPY_PATH); file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/show_in_file_system", TTR("Show in FileSystem")), SHOW_IN_FILE_SYSTEM); file_menu->get_popup()->add_separator(); @@ -3808,16 +3808,16 @@ ScriptEditor::ScriptEditor() { theme_submenu->add_shortcut(ED_SHORTCUT("script_editor/save_theme_as", TTR("Save Theme As...")), THEME_SAVE_AS); file_menu->get_popup()->add_separator(); - file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/close_file", TTR("Close"), KeyModifierMask::CMD | Key::W), FILE_CLOSE); + file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/close_file", TTR("Close"), KeyModifierMask::CMD_OR_CTRL | Key::W), FILE_CLOSE); file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/close_all", TTR("Close All")), CLOSE_ALL); file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/close_other_tabs", TTR("Close Other Tabs")), CLOSE_OTHER_TABS); file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/close_docs", TTR("Close Docs")), CLOSE_DOCS); file_menu->get_popup()->add_separator(); - file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/run_file", TTR("Run"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::X), FILE_RUN); + file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/run_file", TTR("Run"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::X), FILE_RUN); file_menu->get_popup()->add_separator(); - file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/toggle_scripts_panel", TTR("Toggle Scripts Panel"), KeyModifierMask::CMD | Key::BACKSLASH), TOGGLE_SCRIPTS_PANEL); + file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/toggle_scripts_panel", TTR("Toggle Scripts Panel"), KeyModifierMask::CMD_OR_CTRL | Key::BACKSLASH), TOGGLE_SCRIPTS_PANEL); file_menu->get_popup()->connect("id_pressed", callable_mp(this, &ScriptEditor::_menu_option)); file_menu->get_popup()->connect("about_to_popup", callable_mp(this, &ScriptEditor::_prepare_file_menu)); @@ -4049,7 +4049,7 @@ void ScriptEditorPlugin::edited_scene_changed() { ScriptEditorPlugin::ScriptEditorPlugin() { script_editor = memnew(ScriptEditor); - EditorNode::get_singleton()->get_main_control()->add_child(script_editor); + EditorNode::get_singleton()->get_main_screen_control()->add_child(script_editor); script_editor->set_v_size_flags(Control::SIZE_EXPAND_FILL); script_editor->hide(); @@ -4070,7 +4070,7 @@ ScriptEditorPlugin::ScriptEditorPlugin() { EDITOR_DEF("text_editor/external/exec_flags", "{file}"); EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::STRING, "text_editor/external/exec_flags", PROPERTY_HINT_PLACEHOLDER_TEXT, "Call flags with placeholders: {project}, {file}, {col}, {line}.")); - ED_SHORTCUT("script_editor/reopen_closed_script", TTR("Reopen Closed Script"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::T); + ED_SHORTCUT("script_editor/reopen_closed_script", TTR("Reopen Closed Script"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::T); ED_SHORTCUT("script_editor/clear_recent", TTR("Clear Recent Scripts")); } diff --git a/editor/plugins/script_text_editor.cpp b/editor/plugins/script_text_editor.cpp index fff956a05e..42dcfb8b1f 100644 --- a/editor/plugins/script_text_editor.cpp +++ b/editor/plugins/script_text_editor.cpp @@ -340,7 +340,9 @@ void ScriptTextEditor::set_edit_state(const Variant &p_state) { } if (editor_enabled) { +#ifndef ANDROID_ENABLED ensure_focus(); +#endif } } @@ -2070,58 +2072,58 @@ static ScriptEditorBase *create_editor(const Ref<Resource> &p_resource) { void ScriptTextEditor::register_editor() { ED_SHORTCUT("script_text_editor/move_up", TTR("Move Up"), KeyModifierMask::ALT | Key::UP); ED_SHORTCUT("script_text_editor/move_down", TTR("Move Down"), KeyModifierMask::ALT | Key::DOWN); - ED_SHORTCUT("script_text_editor/delete_line", TTR("Delete Line"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::K); + ED_SHORTCUT("script_text_editor/delete_line", TTR("Delete Line"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::K); // Leave these at zero, same can be accomplished with tab/shift-tab, including selection. // The next/previous in history shortcut in this case makes a lot more sense. ED_SHORTCUT("script_text_editor/indent_left", TTR("Indent Left"), Key::NONE); ED_SHORTCUT("script_text_editor/indent_right", TTR("Indent Right"), Key::NONE); - ED_SHORTCUT("script_text_editor/toggle_comment", TTR("Toggle Comment"), KeyModifierMask::CMD | Key::K); + ED_SHORTCUT("script_text_editor/toggle_comment", TTR("Toggle Comment"), KeyModifierMask::CMD_OR_CTRL | Key::K); ED_SHORTCUT("script_text_editor/toggle_fold_line", TTR("Fold/Unfold Line"), KeyModifierMask::ALT | Key::F); ED_SHORTCUT("script_text_editor/fold_all_lines", TTR("Fold All Lines"), Key::NONE); ED_SHORTCUT("script_text_editor/unfold_all_lines", TTR("Unfold All Lines"), Key::NONE); - ED_SHORTCUT("script_text_editor/duplicate_selection", TTR("Duplicate Selection"), KeyModifierMask::SHIFT | KeyModifierMask::CMD | Key::D); - ED_SHORTCUT_OVERRIDE("script_text_editor/duplicate_selection", "macos", KeyModifierMask::SHIFT | KeyModifierMask::CMD | Key::C); - ED_SHORTCUT("script_text_editor/evaluate_selection", TTR("Evaluate Selection"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::E); - ED_SHORTCUT("script_text_editor/trim_trailing_whitespace", TTR("Trim Trailing Whitespace"), KeyModifierMask::CMD | KeyModifierMask::ALT | Key::T); - ED_SHORTCUT("script_text_editor/convert_indent_to_spaces", TTR("Convert Indent to Spaces"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::Y); - ED_SHORTCUT("script_text_editor/convert_indent_to_tabs", TTR("Convert Indent to Tabs"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::I); - ED_SHORTCUT("script_text_editor/auto_indent", TTR("Auto Indent"), KeyModifierMask::CMD | Key::I); + ED_SHORTCUT("script_text_editor/duplicate_selection", TTR("Duplicate Selection"), KeyModifierMask::SHIFT | KeyModifierMask::CTRL | Key::D); + ED_SHORTCUT_OVERRIDE("script_text_editor/duplicate_selection", "macos", KeyModifierMask::SHIFT | KeyModifierMask::META | Key::C); + ED_SHORTCUT("script_text_editor/evaluate_selection", TTR("Evaluate Selection"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::E); + ED_SHORTCUT("script_text_editor/trim_trailing_whitespace", TTR("Trim Trailing Whitespace"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::ALT | Key::T); + ED_SHORTCUT("script_text_editor/convert_indent_to_spaces", TTR("Convert Indent to Spaces"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::Y); + ED_SHORTCUT("script_text_editor/convert_indent_to_tabs", TTR("Convert Indent to Tabs"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::I); + ED_SHORTCUT("script_text_editor/auto_indent", TTR("Auto Indent"), KeyModifierMask::CMD_OR_CTRL | Key::I); - ED_SHORTCUT_AND_COMMAND("script_text_editor/find", TTR("Find..."), KeyModifierMask::CMD | Key::F); + ED_SHORTCUT_AND_COMMAND("script_text_editor/find", TTR("Find..."), KeyModifierMask::CMD_OR_CTRL | Key::F); ED_SHORTCUT("script_text_editor/find_next", TTR("Find Next"), Key::F3); - ED_SHORTCUT_OVERRIDE("script_text_editor/find_next", "macos", KeyModifierMask::CMD | Key::G); + ED_SHORTCUT_OVERRIDE("script_text_editor/find_next", "macos", KeyModifierMask::META | Key::G); ED_SHORTCUT("script_text_editor/find_previous", TTR("Find Previous"), KeyModifierMask::SHIFT | Key::F3); - ED_SHORTCUT_OVERRIDE("script_text_editor/find_previous", "macos", KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::G); + ED_SHORTCUT_OVERRIDE("script_text_editor/find_previous", "macos", KeyModifierMask::META | KeyModifierMask::SHIFT | Key::G); - ED_SHORTCUT_AND_COMMAND("script_text_editor/replace", TTR("Replace..."), KeyModifierMask::CMD | Key::R); - ED_SHORTCUT_OVERRIDE("script_text_editor/replace", "macos", KeyModifierMask::ALT | KeyModifierMask::CMD | Key::F); + ED_SHORTCUT_AND_COMMAND("script_text_editor/replace", TTR("Replace..."), KeyModifierMask::CTRL | Key::R); + ED_SHORTCUT_OVERRIDE("script_text_editor/replace", "macos", KeyModifierMask::ALT | KeyModifierMask::META | Key::F); - ED_SHORTCUT("script_text_editor/find_in_files", TTR("Find in Files..."), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::F); - ED_SHORTCUT("script_text_editor/replace_in_files", TTR("Replace in Files..."), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::R); + ED_SHORTCUT("script_text_editor/find_in_files", TTR("Find in Files..."), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::F); + ED_SHORTCUT("script_text_editor/replace_in_files", TTR("Replace in Files..."), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::R); ED_SHORTCUT("script_text_editor/contextual_help", TTR("Contextual Help"), KeyModifierMask::ALT | Key::F1); ED_SHORTCUT_OVERRIDE("script_text_editor/contextual_help", "macos", KeyModifierMask::ALT | KeyModifierMask::SHIFT | Key::SPACE); - ED_SHORTCUT("script_text_editor/toggle_bookmark", TTR("Toggle Bookmark"), KeyModifierMask::CMD | KeyModifierMask::ALT | Key::B); - ED_SHORTCUT("script_text_editor/goto_next_bookmark", TTR("Go to Next Bookmark"), KeyModifierMask::CMD | Key::B); - ED_SHORTCUT("script_text_editor/goto_previous_bookmark", TTR("Go to Previous Bookmark"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::B); + ED_SHORTCUT("script_text_editor/toggle_bookmark", TTR("Toggle Bookmark"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::ALT | Key::B); + ED_SHORTCUT("script_text_editor/goto_next_bookmark", TTR("Go to Next Bookmark"), KeyModifierMask::CMD_OR_CTRL | Key::B); + ED_SHORTCUT("script_text_editor/goto_previous_bookmark", TTR("Go to Previous Bookmark"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::B); ED_SHORTCUT("script_text_editor/remove_all_bookmarks", TTR("Remove All Bookmarks"), Key::NONE); - ED_SHORTCUT("script_text_editor/goto_function", TTR("Go to Function..."), KeyModifierMask::ALT | KeyModifierMask::CMD | Key::F); - ED_SHORTCUT_OVERRIDE("script_text_editor/goto_function", "macos", KeyModifierMask::CTRL | KeyModifierMask::CMD | Key::J); + ED_SHORTCUT("script_text_editor/goto_function", TTR("Go to Function..."), KeyModifierMask::ALT | KeyModifierMask::CTRL | Key::F); + ED_SHORTCUT_OVERRIDE("script_text_editor/goto_function", "macos", KeyModifierMask::CTRL | KeyModifierMask::META | Key::J); - ED_SHORTCUT("script_text_editor/goto_line", TTR("Go to Line..."), KeyModifierMask::CMD | Key::L); + ED_SHORTCUT("script_text_editor/goto_line", TTR("Go to Line..."), KeyModifierMask::CMD_OR_CTRL | Key::L); ED_SHORTCUT("script_text_editor/toggle_breakpoint", TTR("Toggle Breakpoint"), Key::F9); - ED_SHORTCUT_OVERRIDE("script_text_editor/toggle_breakpoint", "macos", KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::B); + ED_SHORTCUT_OVERRIDE("script_text_editor/toggle_breakpoint", "macos", KeyModifierMask::META | KeyModifierMask::SHIFT | Key::B); - ED_SHORTCUT("script_text_editor/remove_all_breakpoints", TTR("Remove All Breakpoints"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::F9); - ED_SHORTCUT("script_text_editor/goto_next_breakpoint", TTR("Go to Next Breakpoint"), KeyModifierMask::CMD | Key::PERIOD); - ED_SHORTCUT("script_text_editor/goto_previous_breakpoint", TTR("Go to Previous Breakpoint"), KeyModifierMask::CMD | Key::COMMA); + ED_SHORTCUT("script_text_editor/remove_all_breakpoints", TTR("Remove All Breakpoints"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::F9); + ED_SHORTCUT("script_text_editor/goto_next_breakpoint", TTR("Go to Next Breakpoint"), KeyModifierMask::CMD_OR_CTRL | Key::PERIOD); + ED_SHORTCUT("script_text_editor/goto_previous_breakpoint", TTR("Go to Previous Breakpoint"), KeyModifierMask::CMD_OR_CTRL | Key::COMMA); ScriptEditor::register_create_script_editor_function(create_editor); } diff --git a/editor/plugins/shader_editor_plugin.h b/editor/plugins/shader_editor_plugin.h index afd38ef71a..f48b2fc70e 100644 --- a/editor/plugins/shader_editor_plugin.h +++ b/editor/plugins/shader_editor_plugin.h @@ -115,8 +115,8 @@ public: ShaderTextEditor(); }; -class ShaderEditor : public PanelContainer { - GDCLASS(ShaderEditor, PanelContainer); +class ShaderEditor : public MarginContainer { + GDCLASS(ShaderEditor, MarginContainer); enum { EDIT_UNDO, diff --git a/editor/plugins/skeleton_2d_editor_plugin.cpp b/editor/plugins/skeleton_2d_editor_plugin.cpp index 3dc068a72a..dbad81d743 100644 --- a/editor/plugins/skeleton_2d_editor_plugin.cpp +++ b/editor/plugins/skeleton_2d_editor_plugin.cpp @@ -131,7 +131,7 @@ void Skeleton2DEditorPlugin::make_visible(bool p_visible) { Skeleton2DEditorPlugin::Skeleton2DEditorPlugin() { sprite_editor = memnew(Skeleton2DEditor); - EditorNode::get_singleton()->get_main_control()->add_child(sprite_editor); + EditorNode::get_singleton()->get_main_screen_control()->add_child(sprite_editor); make_visible(false); //sprite_editor->options->hide(); diff --git a/editor/plugins/skeleton_3d_editor_plugin.cpp b/editor/plugins/skeleton_3d_editor_plugin.cpp index 15ae4ffcff..2478ac9514 100644 --- a/editor/plugins/skeleton_3d_editor_plugin.cpp +++ b/editor/plugins/skeleton_3d_editor_plugin.cpp @@ -785,7 +785,7 @@ void Skeleton3DEditor::create_editors() { key_insert_all_button->set_focus_mode(FOCUS_NONE); key_insert_all_button->connect("pressed", callable_mp(this, &Skeleton3DEditor::insert_keys).bind(true)); key_insert_all_button->set_tooltip_text(TTR("Insert key of all bone poses.")); - key_insert_all_button->set_shortcut(ED_SHORTCUT("skeleton_3d_editor/insert_key_of_all_bones", TTR("Insert Key (All Bones)"), KeyModifierMask::CMD + Key::INSERT)); + key_insert_all_button->set_shortcut(ED_SHORTCUT("skeleton_3d_editor/insert_key_of_all_bones", TTR("Insert Key (All Bones)"), KeyModifierMask::CMD_OR_CTRL + Key::INSERT)); animation_hb->add_child(key_insert_all_button); // Bone tree. @@ -835,7 +835,7 @@ void Skeleton3DEditor::_notification(int p_what) { skeleton->connect("show_rest_only_changed", callable_mp(this, &Skeleton3DEditor::_update_gizmo_visible)); #endif - get_tree()->connect("node_removed", callable_mp(this, &Skeleton3DEditor::_node_removed), Object::CONNECT_ONESHOT); + get_tree()->connect("node_removed", callable_mp(this, &Skeleton3DEditor::_node_removed), Object::CONNECT_ONE_SHOT); } break; case NOTIFICATION_READY: { // Will trigger NOTIFICATION_THEME_CHANGED, but won't cause any loops if called here. @@ -852,6 +852,20 @@ void Skeleton3DEditor::_notification(int p_what) { update_joint_tree(); } break; + case NOTIFICATION_PREDELETE: { + if (skeleton) { + select_bone(-1); // Requires that the joint_tree has not been deleted. +#ifdef TOOLS_ENABLED + skeleton->disconnect("show_rest_only_changed", callable_mp(this, &Skeleton3DEditor::_update_gizmo_visible)); + skeleton->disconnect("bone_enabled_changed", callable_mp(this, &Skeleton3DEditor::_bone_enabled_changed)); + skeleton->disconnect("pose_updated", callable_mp(this, &Skeleton3DEditor::_draw_gizmo)); + skeleton->disconnect("pose_updated", callable_mp(this, &Skeleton3DEditor::_update_properties)); + skeleton->set_transform_gizmo_visible(true); +#endif + handles_mesh_instance->get_parent()->remove_child(handles_mesh_instance); + } + edit_mode_toggled(false); + } break; } } @@ -1066,18 +1080,7 @@ void Skeleton3DEditor::select_bone(int p_idx) { } Skeleton3DEditor::~Skeleton3DEditor() { - if (skeleton) { - select_bone(-1); -#ifdef TOOLS_ENABLED - skeleton->disconnect("show_rest_only_changed", callable_mp(this, &Skeleton3DEditor::_update_gizmo_visible)); - skeleton->disconnect("bone_enabled_changed", callable_mp(this, &Skeleton3DEditor::_bone_enabled_changed)); - skeleton->disconnect("pose_updated", callable_mp(this, &Skeleton3DEditor::_draw_gizmo)); - skeleton->disconnect("pose_updated", callable_mp(this, &Skeleton3DEditor::_update_properties)); - skeleton->set_transform_gizmo_visible(true); -#endif - handles_mesh_instance->get_parent()->remove_child(handles_mesh_instance); - } - edit_mode_toggled(false); + singleton = nullptr; handles_mesh_instance->queue_delete(); @@ -1128,7 +1131,7 @@ Skeleton3DEditorPlugin::Skeleton3DEditorPlugin() { EditorPlugin::AfterGUIInput Skeleton3DEditorPlugin::forward_spatial_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event) { Skeleton3DEditor *se = Skeleton3DEditor::get_singleton(); Node3DEditor *ne = Node3DEditor::get_singleton(); - if (se->is_edit_mode()) { + if (se && se->is_edit_mode()) { const Ref<InputEventMouseButton> mb = p_event; if (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT) { if (ne->get_tool_mode() != Node3DEditor::TOOL_MODE_SELECT) { @@ -1140,7 +1143,7 @@ EditorPlugin::AfterGUIInput Skeleton3DEditorPlugin::forward_spatial_gui_input(Ca se->update_bone_original(); } } - return EditorPlugin::AFTER_GUI_INPUT_DESELECT; + return EditorPlugin::AFTER_GUI_INPUT_CUSTOM; } return EditorPlugin::AFTER_GUI_INPUT_PASS; } diff --git a/editor/plugins/sprite_2d_editor_plugin.cpp b/editor/plugins/sprite_2d_editor_plugin.cpp index 615fd5dba9..b78b70cd5c 100644 --- a/editor/plugins/sprite_2d_editor_plugin.cpp +++ b/editor/plugins/sprite_2d_editor_plugin.cpp @@ -604,7 +604,7 @@ void Sprite2DEditorPlugin::make_visible(bool p_visible) { Sprite2DEditorPlugin::Sprite2DEditorPlugin() { sprite_editor = memnew(Sprite2DEditor); - EditorNode::get_singleton()->get_main_control()->add_child(sprite_editor); + EditorNode::get_singleton()->get_main_screen_control()->add_child(sprite_editor); make_visible(false); //sprite_editor->options->hide(); diff --git a/editor/plugins/sprite_frames_editor_plugin.cpp b/editor/plugins/sprite_frames_editor_plugin.cpp index 9508835442..d0a1ddafa1 100644 --- a/editor/plugins/sprite_frames_editor_plugin.cpp +++ b/editor/plugins/sprite_frames_editor_plugin.cpp @@ -428,7 +428,7 @@ void SpriteFramesEditor::_notification(int p_what) { split_sheet_zoom_out->set_icon(get_theme_icon(SNAME("ZoomLess"), SNAME("EditorIcons"))); split_sheet_zoom_reset->set_icon(get_theme_icon(SNAME("ZoomReset"), SNAME("EditorIcons"))); split_sheet_zoom_in->set_icon(get_theme_icon(SNAME("ZoomMore"), SNAME("EditorIcons"))); - split_sheet_scroll->add_theme_style_override("bg", get_theme_stylebox(SNAME("bg"), SNAME("Tree"))); + split_sheet_scroll->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Tree"))); } break; case NOTIFICATION_READY: { @@ -984,11 +984,17 @@ void SpriteFramesEditor::_update_library(bool p_skip_selector) { } void SpriteFramesEditor::edit(SpriteFrames *p_frames) { - if (frames == p_frames) { + bool new_read_only_state = false; + if (p_frames) { + new_read_only_state = EditorNode::get_singleton()->is_resource_read_only(p_frames); + } + + if (frames == p_frames && new_read_only_state == read_only) { return; } frames = p_frames; + read_only = new_read_only_state; if (p_frames) { if (!p_frames->has_animation(edited_anim)) { @@ -1009,6 +1015,20 @@ void SpriteFramesEditor::edit(SpriteFrames *p_frames) { } else { hide(); } + + new_anim->set_disabled(read_only); + remove_anim->set_disabled(read_only); + anim_speed->set_editable(!read_only); + anim_loop->set_disabled(read_only); + load->set_disabled(read_only); + load_sheet->set_disabled(read_only); + copy->set_disabled(read_only); + paste->set_disabled(read_only); + empty->set_disabled(read_only); + empty2->set_disabled(read_only); + move_up->set_disabled(read_only); + move_down->set_disabled(read_only); + _delete->set_disabled(read_only); } void SpriteFramesEditor::set_undo_redo(Ref<EditorUndoRedoManager> p_undo_redo) { @@ -1016,6 +1036,10 @@ void SpriteFramesEditor::set_undo_redo(Ref<EditorUndoRedoManager> p_undo_redo) { } Variant SpriteFramesEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) { + if (read_only) { + return false; + } + if (!frames->has_animation(edited_anim)) { return false; } @@ -1038,6 +1062,10 @@ Variant SpriteFramesEditor::get_drag_data_fw(const Point2 &p_point, Control *p_f } bool SpriteFramesEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const { + if (read_only) { + return false; + } + Dictionary d = p_data; if (!d.has("type")) { @@ -1169,6 +1197,7 @@ SpriteFramesEditor::SpriteFramesEditor() { remove_anim->set_flat(true); remove_anim->set_tooltip_text(TTR("Remove Animation")); hbc_animlist->add_child(remove_anim); + remove_anim->set_disabled(true); remove_anim->connect("pressed", callable_mp(this, &SpriteFramesEditor::_animation_remove)); anim_search_box = memnew(LineEdit); diff --git a/editor/plugins/sprite_frames_editor_plugin.h b/editor/plugins/sprite_frames_editor_plugin.h index f2530b732f..092f556c63 100644 --- a/editor/plugins/sprite_frames_editor_plugin.h +++ b/editor/plugins/sprite_frames_editor_plugin.h @@ -57,6 +57,8 @@ class SpriteFramesEditor : public HSplitContainer { }; int dominant_param = PARAM_FRAME_COUNT; + bool read_only = false; + Button *load = nullptr; Button *load_sheet = nullptr; Button *_delete = nullptr; diff --git a/editor/plugins/texture_region_editor_plugin.cpp b/editor/plugins/texture_region_editor_plugin.cpp index f0e3619060..8e04391a94 100644 --- a/editor/plugins/texture_region_editor_plugin.cpp +++ b/editor/plugins/texture_region_editor_plugin.cpp @@ -823,7 +823,7 @@ void TextureRegionEditor::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: case NOTIFICATION_THEME_CHANGED: { - edit_draw->add_theme_style_override("panel", get_theme_stylebox(SNAME("bg"), SNAME("Tree"))); + edit_draw->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Tree"))); } break; case NOTIFICATION_READY: { zoom_out->set_icon(get_theme_icon(SNAME("ZoomLess"), SNAME("EditorIcons"))); diff --git a/editor/plugins/theme_editor_plugin.cpp b/editor/plugins/theme_editor_plugin.cpp index f6acd8ceda..1fb9b42449 100644 --- a/editor/plugins/theme_editor_plugin.cpp +++ b/editor/plugins/theme_editor_plugin.cpp @@ -1186,7 +1186,7 @@ ThemeItemImportTree::ThemeItemImportTree() { void ThemeItemEditorDialog::ok_pressed() { if (import_default_theme_items->has_selected_items() || import_editor_theme_items->has_selected_items() || import_other_theme_items->has_selected_items()) { confirm_closing_dialog->set_text(TTR("Import Items tab has some items selected. Selection will be lost upon closing this window.\nClose anyway?")); - confirm_closing_dialog->popup_centered(Size2i(380, 120) * EDSCALE); + confirm_closing_dialog->popup_centered(Size2(380, 120) * EDSCALE); return; } diff --git a/editor/plugins/tiles/atlas_merging_dialog.cpp b/editor/plugins/tiles/atlas_merging_dialog.cpp index de4f3f7989..d7e08db954 100644 --- a/editor/plugins/tiles/atlas_merging_dialog.cpp +++ b/editor/plugins/tiles/atlas_merging_dialog.cpp @@ -269,7 +269,7 @@ AtlasMergingDialog::AtlasMergingDialog() { // Atlas sources item list. atlas_merging_atlases_list = memnew(ItemList); - atlas_merging_atlases_list->set_fixed_icon_size(Size2i(60, 60) * EDSCALE); + atlas_merging_atlases_list->set_fixed_icon_size(Size2(60, 60) * EDSCALE); atlas_merging_atlases_list->set_h_size_flags(Control::SIZE_EXPAND_FILL); atlas_merging_atlases_list->set_v_size_flags(Control::SIZE_EXPAND_FILL); atlas_merging_atlases_list->set_texture_filter(CanvasItem::TEXTURE_FILTER_NEAREST); diff --git a/editor/plugins/tiles/tile_data_editors.cpp b/editor/plugins/tiles/tile_data_editors.cpp index 1dce41e4c7..4d54001b94 100644 --- a/editor/plugins/tiles/tile_data_editors.cpp +++ b/editor/plugins/tiles/tile_data_editors.cpp @@ -40,6 +40,10 @@ #include "editor/editor_scale.h" #include "editor/editor_undo_redo_manager.h" +#ifdef DEBUG_ENABLED +#include "servers/navigation_server_3d.h" +#endif // DEBUG_ENABLED + void TileDataEditor::_tile_set_changed_plan_update() { _tile_set_changed_update_needed = true; call_deferred(SNAME("_tile_set_changed_deferred_update")); @@ -2674,7 +2678,9 @@ void TileDataNavigationEditor::_tile_set_changed() { void TileDataNavigationEditor::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { - polygon_editor->set_polygons_color(get_tree()->get_debug_navigation_color()); +#ifdef DEBUG_ENABLED + polygon_editor->set_polygons_color(NavigationServer3D::get_singleton()->get_debug_navigation_geometry_face_color()); +#endif // DEBUG_ENABLED } break; } } @@ -2701,7 +2707,10 @@ void TileDataNavigationEditor::draw_over_tile(CanvasItem *p_canvas_item, Transfo return; } - Color color = p_canvas_item->get_tree()->get_debug_navigation_color(); + Color color = Color(0.5, 1.0, 1.0, 1.0); +#ifdef DEBUG_ENABLED + color = NavigationServer3D::get_singleton()->get_debug_navigation_geometry_face_color(); +#endif // DEBUG_ENABLED if (p_selected) { Color grid_color = EditorSettings::get_singleton()->get("editors/tiles_editor/grid_color"); Color selection_color = Color().from_hsv(Math::fposmod(grid_color.get_h() + 0.5, 1.0), grid_color.get_s(), grid_color.get_v(), 1.0); diff --git a/editor/plugins/tiles/tile_map_editor.cpp b/editor/plugins/tiles/tile_map_editor.cpp index ec406ef9ba..79230891f1 100644 --- a/editor/plugins/tiles/tile_map_editor.cpp +++ b/editor/plugins/tiles/tile_map_editor.cpp @@ -577,7 +577,7 @@ bool TileMapEditorTilesPlugin::forward_canvas_gui_input(const Ref<InputEvent> &p _fix_invalid_tiles_in_tile_map_selection(); } break; case DRAG_TYPE_BUCKET: { - Vector<Vector2i> line = TileMapEditor::get_line(tile_map, tile_map->world_to_map(drag_last_mouse_pos), tile_map->world_to_map(mpos)); + Vector<Vector2i> line = TileMapEditor::get_line(tile_map, tile_map->local_to_map(drag_last_mouse_pos), tile_map->local_to_map(mpos)); for (int i = 0; i < line.size(); i++) { if (!drag_modified.has(line[i])) { HashMap<Vector2i, TileMapCell> to_draw = _draw_bucket_fill(line[i], bucket_contiguous_checkbox->is_pressed(), drag_erasing); @@ -624,7 +624,7 @@ bool TileMapEditorTilesPlugin::forward_canvas_gui_input(const Ref<InputEvent> &p } } else if (tool_buttons_group->get_pressed_button() == select_tool_button) { drag_start_mouse_pos = mpos; - if (tile_map_selection.has(tile_map->world_to_map(drag_start_mouse_pos)) && !mb->is_shift_pressed()) { + if (tile_map_selection.has(tile_map->local_to_map(drag_start_mouse_pos)) && !mb->is_shift_pressed()) { // Move the selection _update_selection_pattern_from_tilemap_selection(); // Make sure the pattern is up to date before moving. drag_type = DRAG_TYPE_MOVE; @@ -673,7 +673,7 @@ bool TileMapEditorTilesPlugin::forward_canvas_gui_input(const Ref<InputEvent> &p drag_type = DRAG_TYPE_BUCKET; drag_start_mouse_pos = mpos; drag_modified.clear(); - Vector<Vector2i> line = TileMapEditor::get_line(tile_map, tile_map->world_to_map(drag_last_mouse_pos), tile_map->world_to_map(mpos)); + Vector<Vector2i> line = TileMapEditor::get_line(tile_map, tile_map->local_to_map(drag_last_mouse_pos), tile_map->local_to_map(mpos)); for (int i = 0; i < line.size(); i++) { if (!drag_modified.has(line[i])) { HashMap<Vector2i, TileMapCell> to_draw = _draw_bucket_fill(line[i], bucket_contiguous_checkbox->is_pressed(), drag_erasing); @@ -752,14 +752,14 @@ void TileMapEditorTilesPlugin::forward_canvas_draw_over_viewport(Control *p_over if (drag_type == DRAG_TYPE_PICK) { // Draw the area being picked. - Rect2i rect = Rect2i(tile_map->world_to_map(drag_start_mouse_pos), tile_map->world_to_map(drag_last_mouse_pos) - tile_map->world_to_map(drag_start_mouse_pos)).abs(); + Rect2i rect = Rect2i(tile_map->local_to_map(drag_start_mouse_pos), tile_map->local_to_map(drag_last_mouse_pos) - tile_map->local_to_map(drag_start_mouse_pos)).abs(); rect.size += Vector2i(1, 1); for (int x = rect.position.x; x < rect.get_end().x; x++) { for (int y = rect.position.y; y < rect.get_end().y; y++) { Vector2i coords = Vector2i(x, y); if (tile_map->get_cell_source_id(tile_map_layer, coords) != TileSet::INVALID_SOURCE) { Transform2D tile_xform; - tile_xform.set_origin(tile_map->map_to_world(coords)); + tile_xform.set_origin(tile_map->map_to_local(coords)); tile_xform.set_scale(tile_shape_size); tile_set->draw_tile_shape(p_overlay, xform * tile_xform, Color(1.0, 1.0, 1.0), false); } @@ -767,7 +767,7 @@ void TileMapEditorTilesPlugin::forward_canvas_draw_over_viewport(Control *p_over } } else if (drag_type == DRAG_TYPE_SELECT) { // Draw the area being selected. - Rect2i rect = Rect2i(tile_map->world_to_map(drag_start_mouse_pos), tile_map->world_to_map(drag_last_mouse_pos) - tile_map->world_to_map(drag_start_mouse_pos)).abs(); + Rect2i rect = Rect2i(tile_map->local_to_map(drag_start_mouse_pos), tile_map->local_to_map(drag_last_mouse_pos) - tile_map->local_to_map(drag_start_mouse_pos)).abs(); rect.size += Vector2i(1, 1); RBSet<Vector2i> to_draw; for (int x = rect.position.x; x < rect.get_end().x; x++) { @@ -789,8 +789,8 @@ void TileMapEditorTilesPlugin::forward_canvas_draw_over_viewport(Control *p_over for (const Vector2i &E : tile_map_selection) { top_left = top_left.min(E); } - Vector2i offset = drag_start_mouse_pos - tile_map->map_to_world(top_left); - offset = tile_map->world_to_map(drag_last_mouse_pos - offset) - tile_map->world_to_map(drag_start_mouse_pos - offset); + Vector2i offset = drag_start_mouse_pos - tile_map->map_to_local(top_left); + offset = tile_map->local_to_map(drag_last_mouse_pos - offset) - tile_map->local_to_map(drag_start_mouse_pos - offset); TypedArray<Vector2i> selection_used_cells = selection_pattern->get_used_cells(); for (int i = 0; i < selection_used_cells.size(); i++) { @@ -803,7 +803,7 @@ void TileMapEditorTilesPlugin::forward_canvas_draw_over_viewport(Control *p_over Vector2 mouse_offset = (Vector2(tile_map_clipboard->get_size()) / 2.0 - Vector2(0.5, 0.5)) * tile_set->get_tile_size(); TypedArray<Vector2i> clipboard_used_cells = tile_map_clipboard->get_used_cells(); for (int i = 0; i < clipboard_used_cells.size(); i++) { - Vector2i coords = tile_map->map_pattern(tile_map->world_to_map(drag_last_mouse_pos - mouse_offset), clipboard_used_cells[i], tile_map_clipboard); + Vector2i coords = tile_map->map_pattern(tile_map->local_to_map(drag_last_mouse_pos - mouse_offset), clipboard_used_cells[i], tile_map_clipboard); preview[coords] = TileMapCell(tile_map_clipboard->get_cell_source_id(clipboard_used_cells[i]), tile_map_clipboard->get_cell_atlas_coords(clipboard_used_cells[i]), tile_map_clipboard->get_cell_alternative_tile(clipboard_used_cells[i])); } } else if (!picker_button->is_pressed() && !(drag_type == DRAG_TYPE_NONE && Input::get_singleton()->is_key_pressed(Key::CTRL) && !Input::get_singleton()->is_key_pressed(Key::SHIFT))) { @@ -824,11 +824,11 @@ void TileMapEditorTilesPlugin::forward_canvas_draw_over_viewport(Control *p_over } } else if (drag_type == DRAG_TYPE_RECT) { // Preview for a rect pattern. - preview = _draw_rect(tile_map->world_to_map(drag_start_mouse_pos), tile_map->world_to_map(drag_last_mouse_pos), drag_erasing); + preview = _draw_rect(tile_map->local_to_map(drag_start_mouse_pos), tile_map->local_to_map(drag_last_mouse_pos), drag_erasing); expand_grid = true; } else if (tool_buttons_group->get_pressed_button() == bucket_tool_button && drag_type == DRAG_TYPE_NONE) { // Preview for a fill pattern. - preview = _draw_bucket_fill(tile_map->world_to_map(drag_last_mouse_pos), bucket_contiguous_checkbox->is_pressed(), erase_button->is_pressed()); + preview = _draw_bucket_fill(tile_map->local_to_map(drag_last_mouse_pos), bucket_contiguous_checkbox->is_pressed(), erase_button->is_pressed()); } // Expand the grid if needed @@ -861,7 +861,7 @@ void TileMapEditorTilesPlugin::forward_canvas_draw_over_viewport(Control *p_over float opacity = CLAMP(MIN(left_opacity, MIN(right_opacity, MIN(top_opacity, bottom_opacity))) + 0.1, 0.0f, 1.0f); Transform2D tile_xform; - tile_xform.set_origin(tile_map->map_to_world(Vector2(x, y))); + tile_xform.set_origin(tile_map->map_to_local(Vector2(x, y))); tile_xform.set_scale(tile_shape_size); Color color = grid_color; color.a = color.a * opacity; @@ -874,7 +874,7 @@ void TileMapEditorTilesPlugin::forward_canvas_draw_over_viewport(Control *p_over // Draw the preview. for (const KeyValue<Vector2i, TileMapCell> &E : preview) { Transform2D tile_xform; - tile_xform.set_origin(tile_map->map_to_world(E.key)); + tile_xform.set_origin(tile_map->map_to_local(E.key)); tile_xform.set_scale(tile_set->get_tile_size()); if (!(drag_erasing || erase_button->is_pressed()) && random_tile_toggle->is_pressed()) { tile_set->draw_tile_shape(p_overlay, xform * tile_xform, Color(1.0, 1.0, 1.0, 0.5), true); @@ -899,9 +899,9 @@ void TileMapEditorTilesPlugin::forward_canvas_draw_over_viewport(Control *p_over bool transpose = tile_data->get_transpose(); if (transpose) { - dest_rect.position = (tile_map->map_to_world(E.key) - Vector2(dest_rect.size.y, dest_rect.size.x) / 2 - tile_offset); + dest_rect.position = (tile_map->map_to_local(E.key) - Vector2(dest_rect.size.y, dest_rect.size.x) / 2 - tile_offset); } else { - dest_rect.position = (tile_map->map_to_world(E.key) - dest_rect.size / 2 - tile_offset); + dest_rect.position = (tile_map->map_to_local(E.key) - dest_rect.size / 2 - tile_offset); } dest_rect = xform.xform(dest_rect); @@ -1012,7 +1012,7 @@ HashMap<Vector2i, TileMapCell> TileMapEditorTilesPlugin::_draw_line(Vector2 p_st // Paint the tiles on the tile map. if (!p_erase && random_tile_toggle->is_pressed()) { // Paint a random tile. - Vector<Vector2i> line = TileMapEditor::get_line(tile_map, tile_map->world_to_map(p_from_mouse_pos), tile_map->world_to_map(p_to_mouse_pos)); + Vector<Vector2i> line = TileMapEditor::get_line(tile_map, tile_map->local_to_map(p_from_mouse_pos), tile_map->local_to_map(p_to_mouse_pos)); for (int i = 0; i < line.size(); i++) { output.insert(line[i], _pick_random_tile(pattern)); } @@ -1020,9 +1020,9 @@ HashMap<Vector2i, TileMapCell> TileMapEditorTilesPlugin::_draw_line(Vector2 p_st // Paint the pattern. // If we paint several tiles, we virtually move the mouse as if it was in the center of the "brush" Vector2 mouse_offset = (Vector2(pattern->get_size()) / 2.0 - Vector2(0.5, 0.5)) * tile_set->get_tile_size(); - Vector2i last_hovered_cell = tile_map->world_to_map(p_from_mouse_pos - mouse_offset); - Vector2i new_hovered_cell = tile_map->world_to_map(p_to_mouse_pos - mouse_offset); - Vector2i drag_start_cell = tile_map->world_to_map(p_start_drag_mouse_pos - mouse_offset); + Vector2i last_hovered_cell = tile_map->local_to_map(p_from_mouse_pos - mouse_offset); + Vector2i new_hovered_cell = tile_map->local_to_map(p_to_mouse_pos - mouse_offset); + Vector2i drag_start_cell = tile_map->local_to_map(p_start_drag_mouse_pos - mouse_offset); TypedArray<Vector2i> used_cells = pattern->get_used_cells(); Vector2i offset = Vector2i(Math::posmod(drag_start_cell.x, pattern->get_size().x), Math::posmod(drag_start_cell.y, pattern->get_size().y)); // Note: no posmodv for Vector2i for now. Meh.s @@ -1172,7 +1172,7 @@ HashMap<Vector2i, TileMapCell> TileMapEditorTilesPlugin::_draw_bucket_fill(Vecto TypedArray<Vector2i> to_check; if (source_cell.source_id == TileSet::INVALID_SOURCE) { Rect2i rect = tile_map->get_used_rect(); - if (rect.has_no_area()) { + if (!rect.has_area()) { rect = Rect2i(p_coords, Vector2i(1, 1)); } for (int x = boundaries.position.x; x < boundaries.get_end().x; x++) { @@ -1241,7 +1241,7 @@ void TileMapEditorTilesPlugin::_stop_dragging() { if (!Input::get_singleton()->is_key_pressed(Key::SHIFT) && !Input::get_singleton()->is_key_pressed(Key::CTRL)) { tile_map_selection.clear(); } - Rect2i rect = Rect2i(tile_map->world_to_map(drag_start_mouse_pos), tile_map->world_to_map(mpos) - tile_map->world_to_map(drag_start_mouse_pos)).abs(); + Rect2i rect = Rect2i(tile_map->local_to_map(drag_start_mouse_pos), tile_map->local_to_map(mpos) - tile_map->local_to_map(drag_start_mouse_pos)).abs(); for (int x = rect.position.x; x <= rect.get_end().x; x++) { for (int y = rect.position.y; y <= rect.get_end().y; y++) { Vector2i coords = Vector2i(x, y); @@ -1287,8 +1287,8 @@ void TileMapEditorTilesPlugin::_stop_dragging() { } // Get the offset from the mouse. - Vector2i offset = drag_start_mouse_pos - tile_map->map_to_world(top_left); - offset = tile_map->world_to_map(mpos - offset) - tile_map->world_to_map(drag_start_mouse_pos - offset); + Vector2i offset = drag_start_mouse_pos - tile_map->map_to_local(top_left); + offset = tile_map->local_to_map(mpos - offset) - tile_map->local_to_map(drag_start_mouse_pos - offset); TypedArray<Vector2i> selection_used_cells = selection_pattern->get_used_cells(); @@ -1334,7 +1334,7 @@ void TileMapEditorTilesPlugin::_stop_dragging() { } } break; case DRAG_TYPE_PICK: { - Rect2i rect = Rect2i(tile_map->world_to_map(drag_start_mouse_pos), tile_map->world_to_map(mpos) - tile_map->world_to_map(drag_start_mouse_pos)).abs(); + Rect2i rect = Rect2i(tile_map->local_to_map(drag_start_mouse_pos), tile_map->local_to_map(mpos) - tile_map->local_to_map(drag_start_mouse_pos)).abs(); rect.size += Vector2i(1, 1); int picked_source = -1; @@ -1359,11 +1359,11 @@ void TileMapEditorTilesPlugin::_stop_dragging() { for (int i = 0; i < sources_list->get_item_count(); i++) { if (int(sources_list->get_item_metadata(i)) == picked_source) { sources_list->set_current(i); + TilesEditorPlugin::get_singleton()->set_sources_lists_current(i); break; } } sources_list->ensure_current_is_visible(); - TilesEditorPlugin::get_singleton()->set_sources_lists_current(picked_source); } Ref<TileMapPattern> new_selection_pattern = tile_map->get_pattern(tile_map_layer, coords_array); @@ -1394,7 +1394,7 @@ void TileMapEditorTilesPlugin::_stop_dragging() { undo_redo->commit_action(); } break; case DRAG_TYPE_RECT: { - HashMap<Vector2i, TileMapCell> to_draw = _draw_rect(tile_map->world_to_map(drag_start_mouse_pos), tile_map->world_to_map(mpos), drag_erasing); + HashMap<Vector2i, TileMapCell> to_draw = _draw_rect(tile_map->local_to_map(drag_start_mouse_pos), tile_map->local_to_map(mpos), drag_erasing); undo_redo->create_action(TTR("Paint tiles")); for (const KeyValue<Vector2i, TileMapCell> &E : to_draw) { if (!drag_erasing && E.value.source_id == TileSet::INVALID_SOURCE) { @@ -1418,7 +1418,7 @@ void TileMapEditorTilesPlugin::_stop_dragging() { undo_redo->create_action(TTR("Paste tiles")); TypedArray<Vector2i> used_cells = tile_map_clipboard->get_used_cells(); for (int i = 0; i < used_cells.size(); i++) { - Vector2i coords = tile_map->map_pattern(tile_map->world_to_map(mpos - mouse_offset), used_cells[i], tile_map_clipboard); + Vector2i coords = tile_map->map_pattern(tile_map->local_to_map(mpos - mouse_offset), used_cells[i], tile_map_clipboard); undo_redo->add_do_method(tile_map, "set_cell", tile_map_layer, coords, tile_map_clipboard->get_cell_source_id(used_cells[i]), tile_map_clipboard->get_cell_atlas_coords(used_cells[i]), tile_map_clipboard->get_cell_alternative_tile(used_cells[i])); undo_redo->add_undo_method(tile_map, "set_cell", tile_map_layer, coords, tile_map->get_cell_source_id(tile_map_layer, coords), tile_map->get_cell_atlas_coords(tile_map_layer, coords), tile_map->get_cell_alternative_tile(tile_map_layer, coords)); } @@ -2020,9 +2020,9 @@ TileMapEditorTilesPlugin::TileMapEditorTilesPlugin() { ->connect("mouse_exited", callable_mp(this, &TileMapEditorTilesPlugin::_mouse_exited_viewport)); // --- Shortcuts --- - ED_SHORTCUT("tiles_editor/cut", TTR("Cut"), KeyModifierMask::CMD | Key::X); - ED_SHORTCUT("tiles_editor/copy", TTR("Copy"), KeyModifierMask::CMD | Key::C); - ED_SHORTCUT("tiles_editor/paste", TTR("Paste"), KeyModifierMask::CMD | Key::V); + ED_SHORTCUT("tiles_editor/cut", TTR("Cut"), KeyModifierMask::CMD_OR_CTRL | Key::X); + ED_SHORTCUT("tiles_editor/copy", TTR("Copy"), KeyModifierMask::CMD_OR_CTRL | Key::C); + ED_SHORTCUT("tiles_editor/paste", TTR("Paste"), KeyModifierMask::CMD_OR_CTRL | Key::V); ED_SHORTCUT("tiles_editor/cancel", TTR("Cancel"), Key::ESCAPE); ED_SHORTCUT("tiles_editor/delete", TTR("Delete"), Key::KEY_DELETE); @@ -2170,7 +2170,7 @@ TileMapEditorTilesPlugin::TileMapEditorTilesPlugin() { split_container_left_side->set_h_size_flags(Control::SIZE_EXPAND_FILL); split_container_left_side->set_v_size_flags(Control::SIZE_EXPAND_FILL); split_container_left_side->set_stretch_ratio(0.25); - split_container_left_side->set_custom_minimum_size(Size2i(70, 0) * EDSCALE); + split_container_left_side->set_custom_minimum_size(Size2(70, 0) * EDSCALE); atlas_sources_split_container->add_child(split_container_left_side); HBoxContainer *sources_bottom_actions = memnew(HBoxContainer); @@ -2190,11 +2190,11 @@ TileMapEditorTilesPlugin::TileMapEditorTilesPlugin() { sources_bottom_actions->add_child(source_sort_button); sources_list = memnew(ItemList); - sources_list->set_fixed_icon_size(Size2i(60, 60) * EDSCALE); + sources_list->set_fixed_icon_size(Size2(60, 60) * EDSCALE); sources_list->set_h_size_flags(Control::SIZE_EXPAND_FILL); sources_list->set_v_size_flags(Control::SIZE_EXPAND_FILL); sources_list->set_stretch_ratio(0.25); - sources_list->set_custom_minimum_size(Size2i(70, 0) * EDSCALE); + sources_list->set_custom_minimum_size(Size2(70, 0) * EDSCALE); sources_list->set_texture_filter(CanvasItem::TEXTURE_FILTER_NEAREST); sources_list->connect("item_selected", callable_mp(this, &TileMapEditorTilesPlugin::_update_fix_selected_and_hovered).unbind(1)); sources_list->connect("item_selected", callable_mp(this, &TileMapEditorTilesPlugin::_update_source_display).unbind(1)); @@ -2558,7 +2558,7 @@ RBSet<Vector2i> TileMapEditorTerrainsPlugin::_get_cells_for_bucket_fill(Vector2i TypedArray<Vector2i> to_check; if (source_cell.source_id == TileSet::INVALID_SOURCE) { Rect2i rect = tile_map->get_used_rect(); - if (rect.has_no_area()) { + if (!rect.has_area()) { rect = Rect2i(p_coords, Vector2i(1, 1)); } for (int x = boundaries.position.x; x < boundaries.get_end().x; x++) { @@ -2640,7 +2640,7 @@ void TileMapEditorTerrainsPlugin::_stop_dragging() { switch (drag_type) { case DRAG_TYPE_PICK: { - Vector2i coords = tile_map->world_to_map(mpos); + Vector2i coords = tile_map->local_to_map(mpos); TileMapCell cell = tile_map->get_cell(tile_map_layer, coords); TileData *tile_data = nullptr; @@ -2714,7 +2714,7 @@ void TileMapEditorTerrainsPlugin::_stop_dragging() { undo_redo->commit_action(false); } break; case DRAG_TYPE_LINE: { - HashMap<Vector2i, TileMapCell> to_draw = _draw_line(tile_map->world_to_map(drag_start_mouse_pos), tile_map->world_to_map(mpos), drag_erasing); + HashMap<Vector2i, TileMapCell> to_draw = _draw_line(tile_map->local_to_map(drag_start_mouse_pos), tile_map->local_to_map(mpos), drag_erasing); undo_redo->create_action(TTR("Paint terrain")); for (const KeyValue<Vector2i, TileMapCell> &E : to_draw) { if (!drag_erasing && E.value.source_id == TileSet::INVALID_SOURCE) { @@ -2726,7 +2726,7 @@ void TileMapEditorTerrainsPlugin::_stop_dragging() { undo_redo->commit_action(); } break; case DRAG_TYPE_RECT: { - HashMap<Vector2i, TileMapCell> to_draw = _draw_rect(tile_map->world_to_map(drag_start_mouse_pos), tile_map->world_to_map(mpos), drag_erasing); + HashMap<Vector2i, TileMapCell> to_draw = _draw_rect(tile_map->local_to_map(drag_start_mouse_pos), tile_map->local_to_map(mpos), drag_erasing); undo_redo->create_action(TTR("Paint terrain")); for (const KeyValue<Vector2i, TileMapCell> &E : to_draw) { if (!drag_erasing && E.value.source_id == TileSet::INVALID_SOURCE) { @@ -2836,7 +2836,7 @@ bool TileMapEditorTerrainsPlugin::forward_canvas_gui_input(const Ref<InputEvent> switch (drag_type) { case DRAG_TYPE_PAINT: { if (selected_terrain_set >= 0) { - HashMap<Vector2i, TileMapCell> to_draw = _draw_line(tile_map->world_to_map(drag_last_mouse_pos), tile_map->world_to_map(mpos), drag_erasing); + HashMap<Vector2i, TileMapCell> to_draw = _draw_line(tile_map->local_to_map(drag_last_mouse_pos), tile_map->local_to_map(mpos), drag_erasing); for (const KeyValue<Vector2i, TileMapCell> &E : to_draw) { if (!drag_modified.has(E.key)) { drag_modified[E.key] = tile_map->get_cell(tile_map_layer, E.key); @@ -2880,7 +2880,7 @@ bool TileMapEditorTerrainsPlugin::forward_canvas_gui_input(const Ref<InputEvent> drag_start_mouse_pos = mpos; drag_modified.clear(); - Vector2i cell = tile_map->world_to_map(mpos); + Vector2i cell = tile_map->local_to_map(mpos); HashMap<Vector2i, TileMapCell> to_draw = _draw_line(cell, cell, drag_erasing); for (const KeyValue<Vector2i, TileMapCell> &E : to_draw) { drag_modified[E.key] = tile_map->get_cell(tile_map_layer, E.key); @@ -2907,7 +2907,7 @@ bool TileMapEditorTerrainsPlugin::forward_canvas_gui_input(const Ref<InputEvent> drag_type = DRAG_TYPE_BUCKET; drag_start_mouse_pos = mpos; drag_modified.clear(); - Vector<Vector2i> line = TileMapEditor::get_line(tile_map, tile_map->world_to_map(drag_last_mouse_pos), tile_map->world_to_map(mpos)); + Vector<Vector2i> line = TileMapEditor::get_line(tile_map, tile_map->local_to_map(drag_last_mouse_pos), tile_map->local_to_map(mpos)); for (int i = 0; i < line.size(); i++) { if (!drag_modified.has(line[i])) { HashMap<Vector2i, TileMapCell> to_draw = _draw_bucket_fill(line[i], bucket_contiguous_checkbox->is_pressed(), drag_erasing); @@ -2971,10 +2971,10 @@ void TileMapEditorTerrainsPlugin::forward_canvas_draw_over_viewport(Control *p_o if (drag_type == DRAG_TYPE_PICK) { // Draw the area being picked. - Vector2i coords = tile_map->world_to_map(drag_last_mouse_pos); + Vector2i coords = tile_map->local_to_map(drag_last_mouse_pos); if (tile_map->get_cell_source_id(tile_map_layer, coords) != TileSet::INVALID_SOURCE) { Transform2D tile_xform; - tile_xform.set_origin(tile_map->map_to_world(coords)); + tile_xform.set_origin(tile_map->map_to_local(coords)); tile_xform.set_scale(tile_shape_size); tile_set->draw_tile_shape(p_overlay, xform * tile_xform, Color(1.0, 1.0, 1.0), false); } @@ -2982,15 +2982,15 @@ void TileMapEditorTerrainsPlugin::forward_canvas_draw_over_viewport(Control *p_o bool expand_grid = false; if (tool_buttons_group->get_pressed_button() == paint_tool_button && drag_type == DRAG_TYPE_NONE) { // Preview for a single tile. - preview.insert(tile_map->world_to_map(drag_last_mouse_pos)); + preview.insert(tile_map->local_to_map(drag_last_mouse_pos)); expand_grid = true; } else if (tool_buttons_group->get_pressed_button() == line_tool_button || drag_type == DRAG_TYPE_LINE) { if (drag_type == DRAG_TYPE_NONE) { // Preview for a single tile. - preview.insert(tile_map->world_to_map(drag_last_mouse_pos)); + preview.insert(tile_map->local_to_map(drag_last_mouse_pos)); } else if (drag_type == DRAG_TYPE_LINE) { // Preview for a line. - Vector<Vector2i> line = TileMapEditor::get_line(tile_map, tile_map->world_to_map(drag_start_mouse_pos), tile_map->world_to_map(drag_last_mouse_pos)); + Vector<Vector2i> line = TileMapEditor::get_line(tile_map, tile_map->local_to_map(drag_start_mouse_pos), tile_map->local_to_map(drag_last_mouse_pos)); for (int i = 0; i < line.size(); i++) { preview.insert(line[i]); } @@ -2999,8 +2999,8 @@ void TileMapEditorTerrainsPlugin::forward_canvas_draw_over_viewport(Control *p_o } else if (drag_type == DRAG_TYPE_RECT) { // Preview for a rect. Rect2i rect; - rect.set_position(tile_map->world_to_map(drag_start_mouse_pos)); - rect.set_end(tile_map->world_to_map(drag_last_mouse_pos)); + rect.set_position(tile_map->local_to_map(drag_start_mouse_pos)); + rect.set_end(tile_map->local_to_map(drag_last_mouse_pos)); rect = rect.abs(); HashMap<Vector2i, TileSet::TerrainsPattern> to_draw; @@ -3012,7 +3012,7 @@ void TileMapEditorTerrainsPlugin::forward_canvas_draw_over_viewport(Control *p_o expand_grid = true; } else if (tool_buttons_group->get_pressed_button() == bucket_tool_button && drag_type == DRAG_TYPE_NONE) { // Preview for a fill. - preview = _get_cells_for_bucket_fill(tile_map->world_to_map(drag_last_mouse_pos), bucket_contiguous_checkbox->is_pressed()); + preview = _get_cells_for_bucket_fill(tile_map->local_to_map(drag_last_mouse_pos), bucket_contiguous_checkbox->is_pressed()); } // Expand the grid if needed @@ -3045,7 +3045,7 @@ void TileMapEditorTerrainsPlugin::forward_canvas_draw_over_viewport(Control *p_o float opacity = CLAMP(MIN(left_opacity, MIN(right_opacity, MIN(top_opacity, bottom_opacity))) + 0.1, 0.0f, 1.0f); Transform2D tile_xform; - tile_xform.set_origin(tile_map->map_to_world(Vector2(x, y))); + tile_xform.set_origin(tile_map->map_to_local(Vector2(x, y))); tile_xform.set_scale(tile_shape_size); Color color = grid_color; color.a = color.a * opacity; @@ -3058,7 +3058,7 @@ void TileMapEditorTerrainsPlugin::forward_canvas_draw_over_viewport(Control *p_o // Draw the preview. for (const Vector2i &E : preview) { Transform2D tile_xform; - tile_xform.set_origin(tile_map->map_to_world(E)); + tile_xform.set_origin(tile_map->map_to_local(E)); tile_xform.set_scale(tile_set->get_tile_size()); if (drag_erasing || erase_button->is_pressed()) { tile_set->draw_tile_shape(p_overlay, xform * tile_xform, Color(0.0, 0.0, 0.0, 0.5), true); @@ -3323,7 +3323,7 @@ TileMapEditorTerrainsPlugin::TileMapEditorTerrainsPlugin() { terrains_tree = memnew(Tree); terrains_tree->set_h_size_flags(Control::SIZE_EXPAND_FILL); terrains_tree->set_stretch_ratio(0.25); - terrains_tree->set_custom_minimum_size(Size2i(70, 0) * EDSCALE); + terrains_tree->set_custom_minimum_size(Size2(70, 0) * EDSCALE); terrains_tree->set_texture_filter(CanvasItem::TEXTURE_FILTER_NEAREST); terrains_tree->set_hide_root(true); terrains_tree->connect("item_selected", callable_mp(this, &TileMapEditorTerrainsPlugin::_update_tiles_list)); @@ -3677,6 +3677,7 @@ void TileMapEditor::_update_layers_selection() { tile_map_layer = -1; } tile_map->set_selected_layer(toggle_highlight_selected_layer_button->is_pressed() ? tile_map_layer : -1); + tileset_changed_needs_update = false; // Update is not needed here and actually causes problems. layers_selection_button->clear(); if (tile_map->get_layers_count() > 0) { @@ -3838,7 +3839,7 @@ void TileMapEditor::forward_canvas_draw_over_viewport(Control *p_overlay) { // Draw the scaled tile. Transform2D tile_xform; - tile_xform.set_origin(tile_map->map_to_world(coords)); + tile_xform.set_origin(tile_map->map_to_local(coords)); tile_xform.set_scale(tile_shape_size); tile_set->draw_tile_shape(p_overlay, xform * tile_xform, color, true, warning_pattern_texture); } @@ -3848,7 +3849,7 @@ void TileMapEditor::forward_canvas_draw_over_viewport(Control *p_overlay) { Vector2 icon_size; icon_size[min_axis] = tile_set->get_tile_size()[min_axis] / 3; icon_size[(min_axis + 1) % 2] = (icon_size[min_axis] * missing_tile_texture->get_size()[(min_axis + 1) % 2] / missing_tile_texture->get_size()[min_axis]); - Rect2 rect = Rect2(xform.xform(tile_map->map_to_world(coords)) - (icon_size * xform.get_scale() / 2), icon_size * xform.get_scale()); + Rect2 rect = Rect2(xform.xform(tile_map->map_to_local(coords)) - (icon_size * xform.get_scale() / 2), icon_size * xform.get_scale()); p_overlay->draw_texture_rect(missing_tile_texture, rect); } } @@ -3861,10 +3862,10 @@ void TileMapEditor::forward_canvas_draw_over_viewport(Control *p_overlay) { // Determine the drawn area. Size2 screen_size = p_overlay->get_size(); Rect2i screen_rect; - screen_rect.position = tile_map->world_to_map(xform_inv.xform(Vector2())); - screen_rect.expand_to(tile_map->world_to_map(xform_inv.xform(Vector2(0, screen_size.height)))); - screen_rect.expand_to(tile_map->world_to_map(xform_inv.xform(Vector2(screen_size.width, 0)))); - screen_rect.expand_to(tile_map->world_to_map(xform_inv.xform(screen_size))); + screen_rect.position = tile_map->local_to_map(xform_inv.xform(Vector2())); + screen_rect.expand_to(tile_map->local_to_map(xform_inv.xform(Vector2(0, screen_size.height)))); + screen_rect.expand_to(tile_map->local_to_map(xform_inv.xform(Vector2(screen_size.width, 0)))); + screen_rect.expand_to(tile_map->local_to_map(xform_inv.xform(screen_size))); screen_rect = screen_rect.grow(1); Rect2i tilemap_used_rect = tile_map->get_used_rect(); @@ -3897,7 +3898,7 @@ void TileMapEditor::forward_canvas_draw_over_viewport(Control *p_overlay) { float opacity = CLAMP(MIN(left_opacity, MIN(right_opacity, MIN(top_opacity, bottom_opacity))) + 0.1, 0.0f, 1.0f); Transform2D tile_xform; - tile_xform.set_origin(tile_map->map_to_world(Vector2(x, y))); + tile_xform.set_origin(tile_map->map_to_local(Vector2(x, y))); tile_xform.set_scale(tile_shape_size); Color color = grid_color; color.a = color.a * opacity; @@ -3910,7 +3911,7 @@ void TileMapEditor::forward_canvas_draw_over_viewport(Control *p_overlay) { /*Ref<Font> font = get_theme_font(SNAME("font"), SNAME("Label")); for (int x = displayed_rect.position.x; x < (displayed_rect.position.x + displayed_rect.size.x); x++) { for (int y = displayed_rect.position.y; y < (displayed_rect.position.y + displayed_rect.size.y); y++) { - p_overlay->draw_string(font, xform.xform(tile_map->map_to_world(Vector2(x, y))) + Vector2i(-tile_shape_size.x / 2, 0), vformat("%s", Vector2(x, y))); + p_overlay->draw_string(font, xform.xform(tile_map->map_to_local(Vector2(x, y))) + Vector2i(-tile_shape_size.x / 2, 0), vformat("%s", Vector2(x, y))); } }*/ diff --git a/editor/plugins/tiles/tile_set_atlas_source_editor.cpp b/editor/plugins/tiles/tile_set_atlas_source_editor.cpp index 2aea020902..228e475083 100644 --- a/editor/plugins/tiles/tile_set_atlas_source_editor.cpp +++ b/editor/plugins/tiles/tile_set_atlas_source_editor.cpp @@ -2342,7 +2342,7 @@ TileSetAtlasSourceEditor::TileSetAtlasSourceEditor() { // Middle panel. ScrollContainer *middle_panel = memnew(ScrollContainer); middle_panel->set_horizontal_scroll_mode(ScrollContainer::SCROLL_MODE_DISABLED); - middle_panel->set_custom_minimum_size(Size2i(200, 0) * EDSCALE); + middle_panel->set_custom_minimum_size(Size2(200, 0) * EDSCALE); split_container_right_side->add_child(middle_panel); VBoxContainer *middle_vbox_container = memnew(VBoxContainer); diff --git a/editor/plugins/tiles/tile_set_editor.cpp b/editor/plugins/tiles/tile_set_editor.cpp index dca17475e0..80a8318bbb 100644 --- a/editor/plugins/tiles/tile_set_editor.cpp +++ b/editor/plugins/tiles/tile_set_editor.cpp @@ -690,7 +690,7 @@ TileSetEditor::TileSetEditor() { split_container_left_side->set_h_size_flags(SIZE_EXPAND_FILL); split_container_left_side->set_v_size_flags(SIZE_EXPAND_FILL); split_container_left_side->set_stretch_ratio(0.25); - split_container_left_side->set_custom_minimum_size(Size2i(70, 0) * EDSCALE); + split_container_left_side->set_custom_minimum_size(Size2(70, 0) * EDSCALE); split_container->add_child(split_container_left_side); source_sort_button = memnew(MenuButton); @@ -706,7 +706,7 @@ TileSetEditor::TileSetEditor() { p->set_item_checked(TilesEditorPlugin::SOURCE_SORT_ID, true); sources_list = memnew(ItemList); - sources_list->set_fixed_icon_size(Size2i(60, 60) * EDSCALE); + sources_list->set_fixed_icon_size(Size2(60, 60) * EDSCALE); sources_list->set_h_size_flags(SIZE_EXPAND_FILL); sources_list->set_v_size_flags(SIZE_EXPAND_FILL); sources_list->connect("item_selected", callable_mp(this, &TileSetEditor::_source_selected)); diff --git a/editor/plugins/tiles/tile_set_scenes_collection_source_editor.cpp b/editor/plugins/tiles/tile_set_scenes_collection_source_editor.cpp index 9a4b14616f..f7622e68ab 100644 --- a/editor/plugins/tiles/tile_set_scenes_collection_source_editor.cpp +++ b/editor/plugins/tiles/tile_set_scenes_collection_source_editor.cpp @@ -463,7 +463,7 @@ TileSetScenesCollectionSourceEditor::TileSetScenesCollectionSourceEditor() { // Middle panel. ScrollContainer *middle_panel = memnew(ScrollContainer); middle_panel->set_horizontal_scroll_mode(ScrollContainer::SCROLL_MODE_DISABLED); - middle_panel->set_custom_minimum_size(Size2i(200, 0) * EDSCALE); + middle_panel->set_custom_minimum_size(Size2(200, 0) * EDSCALE); split_container_right_side->add_child(middle_panel); VBoxContainer *middle_vbox_container = memnew(VBoxContainer); diff --git a/editor/plugins/tiles/tiles_editor_plugin.cpp b/editor/plugins/tiles/tiles_editor_plugin.cpp index b5134f6893..17115519e2 100644 --- a/editor/plugins/tiles/tiles_editor_plugin.cpp +++ b/editor/plugins/tiles/tiles_editor_plugin.cpp @@ -91,10 +91,10 @@ void TilesEditorPlugin::_thread() { TypedArray<Vector2i> used_cells = tile_map->get_used_cells(0); Rect2 encompassing_rect = Rect2(); - encompassing_rect.set_position(tile_map->map_to_world(used_cells[0])); + encompassing_rect.set_position(tile_map->map_to_local(used_cells[0])); for (int i = 0; i < used_cells.size(); i++) { Vector2i cell = used_cells[i]; - Vector2 world_pos = tile_map->map_to_world(cell); + Vector2 world_pos = tile_map->map_to_local(cell); encompassing_rect.expand_to(world_pos); // Texture. @@ -116,7 +116,7 @@ void TilesEditorPlugin::_thread() { // Add the viewport at the last moment to avoid rendering too early. EditorNode::get_singleton()->add_child(viewport); - RS::get_singleton()->connect(SNAME("frame_pre_draw"), callable_mp(const_cast<TilesEditorPlugin *>(this), &TilesEditorPlugin::_preview_frame_started), Object::CONNECT_ONESHOT); + RS::get_singleton()->connect(SNAME("frame_pre_draw"), callable_mp(const_cast<TilesEditorPlugin *>(this), &TilesEditorPlugin::_preview_frame_started), Object::CONNECT_ONE_SHOT); pattern_preview_done.wait(); diff --git a/editor/plugins/version_control_editor_plugin.cpp b/editor/plugins/version_control_editor_plugin.cpp index fba760d57f..336ce9e4c8 100644 --- a/editor/plugins/version_control_editor_plugin.cpp +++ b/editor/plugins/version_control_editor_plugin.cpp @@ -1124,6 +1124,8 @@ VersionControlEditorPlugin::VersionControlEditorPlugin() { set_up_password->connect(SNAME("text_changed"), callable_mp(this, &VersionControlEditorPlugin::_update_set_up_warning)); set_up_password_input->add_child(set_up_password); + const String home_dir = OS::get_singleton()->has_environment("HOME") ? OS::get_singleton()->get_environment("HOME") : OS::get_singleton()->get_system_dir(OS::SYSTEM_DIR_DOCUMENTS); + HBoxContainer *set_up_ssh_public_key_input = memnew(HBoxContainer); set_up_ssh_public_key_input->set_h_size_flags(Control::SIZE_EXPAND_FILL); set_up_settings_vbc->add_child(set_up_ssh_public_key_input); @@ -1147,10 +1149,7 @@ VersionControlEditorPlugin::VersionControlEditorPlugin() { set_up_ssh_public_key_file_dialog->set_access(FileDialog::ACCESS_FILESYSTEM); set_up_ssh_public_key_file_dialog->set_file_mode(FileDialog::FILE_MODE_OPEN_FILE); set_up_ssh_public_key_file_dialog->set_show_hidden_files(true); - // TODO: Make this start at the user's home folder - Ref<DirAccess> d = DirAccess::open(OS::get_singleton()->get_system_dir(OS::SYSTEM_DIR_DOCUMENTS)); - d->change_dir("../"); - set_up_ssh_public_key_file_dialog->set_current_dir(d->get_current_dir()); + set_up_ssh_public_key_file_dialog->set_current_dir(home_dir); set_up_ssh_public_key_file_dialog->connect(SNAME("file_selected"), callable_mp(this, &VersionControlEditorPlugin::_ssh_public_key_selected)); set_up_ssh_public_key_input_hbc->add_child(set_up_ssh_public_key_file_dialog); @@ -1183,8 +1182,7 @@ VersionControlEditorPlugin::VersionControlEditorPlugin() { set_up_ssh_private_key_file_dialog->set_access(FileDialog::ACCESS_FILESYSTEM); set_up_ssh_private_key_file_dialog->set_file_mode(FileDialog::FILE_MODE_OPEN_FILE); set_up_ssh_private_key_file_dialog->set_show_hidden_files(true); - // TODO: Make this start at the user's home folder - set_up_ssh_private_key_file_dialog->set_current_dir(d->get_current_dir()); + set_up_ssh_private_key_file_dialog->set_current_dir(home_dir); set_up_ssh_private_key_file_dialog->connect("file_selected", callable_mp(this, &VersionControlEditorPlugin::_ssh_private_key_selected)); set_up_ssh_private_key_input_hbc->add_child(set_up_ssh_private_key_file_dialog); @@ -1319,7 +1317,7 @@ VersionControlEditorPlugin::VersionControlEditorPlugin() { commit_message->connect(SNAME("gui_input"), callable_mp(this, &VersionControlEditorPlugin::_commit_message_gui_input)); commit_area->add_child(commit_message); - ED_SHORTCUT("version_control/commit", TTR("Commit"), KeyModifierMask::CMD | Key::ENTER); + ED_SHORTCUT("version_control/commit", TTR("Commit"), KeyModifierMask::CMD_OR_CTRL | Key::ENTER); commit_button = memnew(Button); commit_button->set_text(TTR("Commit Changes")); diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp index 804db726a2..ee8148f00a 100644 --- a/editor/plugins/visual_shader_editor_plugin.cpp +++ b/editor/plugins/visual_shader_editor_plugin.cpp @@ -5058,56 +5058,56 @@ VisualShaderEditor::VisualShaderEditor() { // COLOR - add_options.push_back(AddOption("ColorFunc", "Color", "Common", "VisualShaderNodeColorFunc", TTR("Color function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("ColorOp", "Color", "Common", "VisualShaderNodeColorOp", TTR("Color operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - - add_options.push_back(AddOption("Grayscale", "Color", "Functions", "VisualShaderNodeColorFunc", TTR("Grayscale function."), { VisualShaderNodeColorFunc::FUNC_GRAYSCALE }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("HSV2RGB", "Color", "Functions", "VisualShaderNodeColorFunc", TTR("Converts HSV vector to RGB equivalent."), { VisualShaderNodeColorFunc::FUNC_HSV2RGB, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("RGB2HSV", "Color", "Functions", "VisualShaderNodeColorFunc", TTR("Converts RGB vector to HSV equivalent."), { VisualShaderNodeColorFunc::FUNC_RGB2HSV, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Sepia", "Color", "Functions", "VisualShaderNodeColorFunc", TTR("Sepia function."), { VisualShaderNodeColorFunc::FUNC_SEPIA }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - - add_options.push_back(AddOption("Burn", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Burn operator."), { VisualShaderNodeColorOp::OP_BURN }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Darken", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Darken operator."), { VisualShaderNodeColorOp::OP_DARKEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Difference", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Difference operator."), { VisualShaderNodeColorOp::OP_DIFFERENCE }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Dodge", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Dodge operator."), { VisualShaderNodeColorOp::OP_DODGE }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("HardLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("HardLight operator."), { VisualShaderNodeColorOp::OP_HARD_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Lighten", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Lighten operator."), { VisualShaderNodeColorOp::OP_LIGHTEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Overlay", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Overlay operator."), { VisualShaderNodeColorOp::OP_OVERLAY }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Screen", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Screen operator."), { VisualShaderNodeColorOp::OP_SCREEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("SoftLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("SoftLight operator."), { VisualShaderNodeColorOp::OP_SOFT_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - - add_options.push_back(AddOption("ColorConstant", "Color", "Variables", "VisualShaderNodeColorConstant", TTR("Color constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("ColorParameter", "Color", "Variables", "VisualShaderNodeColorParameter", TTR("Color parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("ColorFunc", "Color/Common", "VisualShaderNodeColorFunc", TTR("Color function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("ColorOp", "Color/Common", "VisualShaderNodeColorOp", TTR("Color operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + + add_options.push_back(AddOption("Grayscale", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Grayscale function."), { VisualShaderNodeColorFunc::FUNC_GRAYSCALE }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("HSV2RGB", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Converts HSV vector to RGB equivalent."), { VisualShaderNodeColorFunc::FUNC_HSV2RGB, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("RGB2HSV", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Converts RGB vector to HSV equivalent."), { VisualShaderNodeColorFunc::FUNC_RGB2HSV, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Sepia", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Sepia function."), { VisualShaderNodeColorFunc::FUNC_SEPIA }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + + add_options.push_back(AddOption("Burn", "Color/Operators", "VisualShaderNodeColorOp", TTR("Burn operator."), { VisualShaderNodeColorOp::OP_BURN }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Darken", "Color/Operators", "VisualShaderNodeColorOp", TTR("Darken operator."), { VisualShaderNodeColorOp::OP_DARKEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Difference", "Color/Operators", "VisualShaderNodeColorOp", TTR("Difference operator."), { VisualShaderNodeColorOp::OP_DIFFERENCE }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Dodge", "Color/Operators", "VisualShaderNodeColorOp", TTR("Dodge operator."), { VisualShaderNodeColorOp::OP_DODGE }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("HardLight", "Color/Operators", "VisualShaderNodeColorOp", TTR("HardLight operator."), { VisualShaderNodeColorOp::OP_HARD_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Lighten", "Color/Operators", "VisualShaderNodeColorOp", TTR("Lighten operator."), { VisualShaderNodeColorOp::OP_LIGHTEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Overlay", "Color/Operators", "VisualShaderNodeColorOp", TTR("Overlay operator."), { VisualShaderNodeColorOp::OP_OVERLAY }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Screen", "Color/Operators", "VisualShaderNodeColorOp", TTR("Screen operator."), { VisualShaderNodeColorOp::OP_SCREEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("SoftLight", "Color/Operators", "VisualShaderNodeColorOp", TTR("SoftLight operator."), { VisualShaderNodeColorOp::OP_SOFT_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + + add_options.push_back(AddOption("ColorConstant", "Color/Variables", "VisualShaderNodeColorConstant", TTR("Color constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("ColorParameter", "Color/Variables", "VisualShaderNodeColorParameter", TTR("Color parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D)); // COMMON - add_options.push_back(AddOption("DerivativeFunc", "Common", "", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) Derivative function."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true)); + add_options.push_back(AddOption("DerivativeFunc", "Common", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) Derivative function."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true)); // CONDITIONAL const String &compare_func_desc = TTR("Returns the boolean result of the %s comparison between two parameters."); - add_options.push_back(AddOption("Equal", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Equal (==)")), { VisualShaderNodeCompare::FUNC_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN)); - add_options.push_back(AddOption("GreaterThan", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Greater Than (>)")), { VisualShaderNodeCompare::FUNC_GREATER_THAN }, VisualShaderNode::PORT_TYPE_BOOLEAN)); - add_options.push_back(AddOption("GreaterThanEqual", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Greater Than or Equal (>=)")), { VisualShaderNodeCompare::FUNC_GREATER_THAN_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN)); - add_options.push_back(AddOption("If", "Conditional", "Functions", "VisualShaderNodeIf", TTR("Returns an associated vector if the provided scalars are equal, greater or less."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("IsInf", "Conditional", "Functions", "VisualShaderNodeIs", TTR("Returns the boolean result of the comparison between INF and a scalar parameter."), { VisualShaderNodeIs::FUNC_IS_INF }, VisualShaderNode::PORT_TYPE_BOOLEAN)); - add_options.push_back(AddOption("IsNaN", "Conditional", "Functions", "VisualShaderNodeIs", TTR("Returns the boolean result of the comparison between NaN and a scalar parameter."), { VisualShaderNodeIs::FUNC_IS_NAN }, VisualShaderNode::PORT_TYPE_BOOLEAN)); - add_options.push_back(AddOption("LessThan", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Less Than (<)")), { VisualShaderNodeCompare::FUNC_LESS_THAN }, VisualShaderNode::PORT_TYPE_BOOLEAN)); - add_options.push_back(AddOption("LessThanEqual", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Less Than or Equal (<=)")), { VisualShaderNodeCompare::FUNC_LESS_THAN_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN)); - add_options.push_back(AddOption("NotEqual", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Not Equal (!=)")), { VisualShaderNodeCompare::FUNC_NOT_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN)); - add_options.push_back(AddOption("Switch", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated 3D vector if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Switch2D", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated 2D vector if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("SwitchBool", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated boolean if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_BOOLEAN }, VisualShaderNode::PORT_TYPE_BOOLEAN)); - add_options.push_back(AddOption("SwitchFloat", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated floating-point scalar if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_FLOAT }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("SwitchInt", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated integer scalar if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_INT }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); - add_options.push_back(AddOption("SwitchTransform", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated transform if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_TRANSFORM }, VisualShaderNode::PORT_TYPE_TRANSFORM)); - - add_options.push_back(AddOption("Compare", "Conditional", "Common", "VisualShaderNodeCompare", TTR("Returns the boolean result of the comparison between two parameters."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN)); - add_options.push_back(AddOption("Is", "Conditional", "Common", "VisualShaderNodeIs", TTR("Returns the boolean result of the comparison between INF (or NaN) and a scalar parameter."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN)); - - add_options.push_back(AddOption("BooleanConstant", "Conditional", "Variables", "VisualShaderNodeBooleanConstant", TTR("Boolean constant."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN)); - add_options.push_back(AddOption("BooleanParameter", "Conditional", "Variables", "VisualShaderNodeBooleanParameter", TTR("Boolean parameter."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN)); + add_options.push_back(AddOption("Equal", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Equal (==)")), { VisualShaderNodeCompare::FUNC_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN)); + add_options.push_back(AddOption("GreaterThan", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Greater Than (>)")), { VisualShaderNodeCompare::FUNC_GREATER_THAN }, VisualShaderNode::PORT_TYPE_BOOLEAN)); + add_options.push_back(AddOption("GreaterThanEqual", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Greater Than or Equal (>=)")), { VisualShaderNodeCompare::FUNC_GREATER_THAN_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN)); + add_options.push_back(AddOption("If", "Conditional/Functions", "VisualShaderNodeIf", TTR("Returns an associated vector if the provided scalars are equal, greater or less."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("IsInf", "Conditional/Functions", "VisualShaderNodeIs", TTR("Returns the boolean result of the comparison between INF and a scalar parameter."), { VisualShaderNodeIs::FUNC_IS_INF }, VisualShaderNode::PORT_TYPE_BOOLEAN)); + add_options.push_back(AddOption("IsNaN", "Conditional/Functions", "VisualShaderNodeIs", TTR("Returns the boolean result of the comparison between NaN and a scalar parameter."), { VisualShaderNodeIs::FUNC_IS_NAN }, VisualShaderNode::PORT_TYPE_BOOLEAN)); + add_options.push_back(AddOption("LessThan", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Less Than (<)")), { VisualShaderNodeCompare::FUNC_LESS_THAN }, VisualShaderNode::PORT_TYPE_BOOLEAN)); + add_options.push_back(AddOption("LessThanEqual", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Less Than or Equal (<=)")), { VisualShaderNodeCompare::FUNC_LESS_THAN_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN)); + add_options.push_back(AddOption("NotEqual", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Not Equal (!=)")), { VisualShaderNodeCompare::FUNC_NOT_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN)); + add_options.push_back(AddOption("Switch", "Conditional/Functions", "VisualShaderNodeSwitch", TTR("Returns an associated 3D vector if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Switch2D", "Conditional/Functions", "VisualShaderNodeSwitch", TTR("Returns an associated 2D vector if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("SwitchBool", "Conditional/Functions", "VisualShaderNodeSwitch", TTR("Returns an associated boolean if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_BOOLEAN }, VisualShaderNode::PORT_TYPE_BOOLEAN)); + add_options.push_back(AddOption("SwitchFloat", "Conditional/Functions", "VisualShaderNodeSwitch", TTR("Returns an associated floating-point scalar if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_FLOAT }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("SwitchInt", "Conditional/Functions", "VisualShaderNodeSwitch", TTR("Returns an associated integer scalar if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_INT }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); + add_options.push_back(AddOption("SwitchTransform", "Conditional/Functions", "VisualShaderNodeSwitch", TTR("Returns an associated transform if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_TRANSFORM }, VisualShaderNode::PORT_TYPE_TRANSFORM)); + + add_options.push_back(AddOption("Compare", "Conditional/Common", "VisualShaderNodeCompare", TTR("Returns the boolean result of the comparison between two parameters."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN)); + add_options.push_back(AddOption("Is", "Conditional/Common", "VisualShaderNodeIs", TTR("Returns the boolean result of the comparison between INF (or NaN) and a scalar parameter."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN)); + + add_options.push_back(AddOption("BooleanConstant", "Conditional/Variables", "VisualShaderNodeBooleanConstant", TTR("Boolean constant."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN)); + add_options.push_back(AddOption("BooleanParameter", "Conditional/Variables", "VisualShaderNodeBooleanParameter", TTR("Boolean parameter."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN)); // INPUT @@ -5116,43 +5116,43 @@ VisualShaderEditor::VisualShaderEditor() { // NODE3D-FOR-ALL - add_options.push_back(AddOption("InvProjectionMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_projection_matrix", "INV_PROJECTION_MATRIX"), { "inv_projection_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("InvViewMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_view_matrix", "INV_VIEW_MATRIX"), { "inv_view_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("ModelMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "model_matrix", "MODEL_MATRIX"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Normal", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "normal", "NORMAL"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("OutputIsSRGB", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "output_is_srgb", "OUTPUT_IS_SRGB"), { "output_is_srgb" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("ProjectionMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "projection_matrix", "PROJECTION_MATRIX"), { "projection_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv", "UV"), { "uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("UV2", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv2", "UV2"), { "uv2" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("ViewMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "view_matrix", "VIEW_MATRIX"), { "view_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("ViewportSize", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "viewport_size", "VIEWPORT_SIZE"), { "viewport_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("InvProjectionMatrix", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_projection_matrix", "INV_PROJECTION_MATRIX"), { "inv_projection_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("InvViewMatrix", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_view_matrix", "INV_VIEW_MATRIX"), { "inv_view_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ModelMatrix", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "model_matrix", "MODEL_MATRIX"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Normal", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "normal", "NORMAL"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("OutputIsSRGB", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "output_is_srgb", "OUTPUT_IS_SRGB"), { "output_is_srgb" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ProjectionMatrix", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "projection_matrix", "PROJECTION_MATRIX"), { "projection_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Time", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("UV", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv", "UV"), { "uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("UV2", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv2", "UV2"), { "uv2" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ViewMatrix", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "view_matrix", "VIEW_MATRIX"), { "view_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ViewportSize", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "viewport_size", "VIEWPORT_SIZE"), { "viewport_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL)); // CANVASITEM-FOR-ALL - add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("TexturePixelSize", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "texture_pixel_size", "TEXTURE_PIXEL_SIZE"), { "texture_pixel_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv", "UV"), { "uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Color", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("TexturePixelSize", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "texture_pixel_size", "TEXTURE_PIXEL_SIZE"), { "texture_pixel_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Time", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("UV", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv", "UV"), { "uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_CANVAS_ITEM)); // PARTICLES-FOR-ALL - add_options.push_back(AddOption("Active", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "active", "ACTIVE"), { "active" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("AttractorForce", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "attractor_force", "ATTRACTOR_FORCE"), { "attractor_force" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Custom", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom", "CUSTOM"), { "custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Delta", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "delta", "DELTA"), { "delta" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("EmissionTransform", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "emission_transform", "EMISSION_TRANSFORM"), { "emission_transform" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Index", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "index", "INDEX"), { "index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, -1, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("LifeTime", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "lifetime", "LIFETIME"), { "lifetime" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Restart", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "restart", "RESTART"), { "restart" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Transform", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "transform", "TRANSFORM"), { "transform" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Velocity", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "velocity", "VELOCITY"), { "velocity" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Active", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "active", "ACTIVE"), { "active" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("AttractorForce", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "attractor_force", "ATTRACTOR_FORCE"), { "attractor_force" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Color", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Custom", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom", "CUSTOM"), { "custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Delta", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "delta", "DELTA"), { "delta" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("EmissionTransform", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "emission_transform", "EMISSION_TRANSFORM"), { "emission_transform" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Index", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "index", "INDEX"), { "index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, -1, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("LifeTime", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "lifetime", "LIFETIME"), { "lifetime" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Restart", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "restart", "RESTART"), { "restart" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Time", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Transform", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "transform", "TRANSFORM"), { "transform" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Velocity", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "velocity", "VELOCITY"), { "velocity" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES)); ///////////////// - add_options.push_back(AddOption("Input", "Input", "Common", "VisualShaderNodeInput", TTR("Input parameter."))); + add_options.push_back(AddOption("Input", "Input/Common", "VisualShaderNodeInput", TTR("Input parameter."))); const String input_param_for_vertex_and_fragment_shader_modes = TTR("'%s' input parameter for vertex and fragment shader modes.") + translation_gdsl; const String input_param_for_fragment_and_light_shader_modes = TTR("'%s' input parameter for fragment and light shader modes.") + translation_gdsl; @@ -5170,511 +5170,511 @@ VisualShaderEditor::VisualShaderEditor() { // NODE3D INPUTS - add_options.push_back(AddOption("Binormal", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal", "BINORMAL"), { "binormal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("InstanceId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id", "INSTANCE_ID"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("ModelViewMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "modelview_matrix", "MODELVIEW_MATRIX"), { "modelview_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size", "POINT_SIZE"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "tangent", "TANGENT"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("VertexId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex_id", "VERTEX_ID"), { "vertex_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("ViewIndex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_index", "VIEW_INDEX"), { "view_index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("ViewMonoLeft", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_mono_left", "VIEW_MONO_LEFT"), { "view_mono_left" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("ViewRight", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_right", "VIEW_RIGHT"), { "view_right" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("NodePositionWorld", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_world", "NODE_POSITION_WORLD"), { "node_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("CameraPositionWorld", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_position_world", "CAMERA_POSITION_WORLD"), { "camera_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("CameraDirectionWorld", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_direction_world", "CAMERA_DIRECTION_WORLD"), { "camera_direction_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("NodePositionView", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_view", "NODE_POSITION_VIEW"), { "node_position_view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - - add_options.push_back(AddOption("Binormal", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal", "BINORMAL"), { "binormal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("DepthTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "depth_texture", "DEPTH_TEXTURE"), { "depth_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("FrontFacing", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "front_facing", "FRONT_FACING"), { "front_facing" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("ScreenTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture", "SCREEN_TEXTURE"), { "screen_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Tangent", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "tangent", "TANGENT"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("View", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view", "VIEW"), { "view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("ViewIndex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_index", "VIEW_INDEX"), { "view_index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("ViewMonoLeft", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_mono_left", "VIEW_MONO_LEFT"), { "view_mono_left" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("ViewRight", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_right", "VIEW_RIGHT"), { "view_right" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("NodePositionWorld", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_world", "NODE_POSITION_WORLD"), { "node_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("CameraPositionWorld", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_position_world", "CAMERA_POSITION_WORLD"), { "camera_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("CameraDirectionWorld", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_direction_world", "CAMERA_DIRECTION_WORLD"), { "camera_direction_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("NodePositionView", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_view", "NODE_POSITION_VIEW"), { "node_position_view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - - add_options.push_back(AddOption("Albedo", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "albedo", "ALBEDO"), { "albedo" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Attenuation", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "attenuation", "ATTENUATION"), { "attenuation" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Backlight", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "backlight", "BACKLIGHT"), { "backlight" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Diffuse", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "diffuse", "DIFFUSE_LIGHT"), { "diffuse" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light", "LIGHT"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color", "LIGHT_COLOR"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Metallic", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "metallic", "METALLIC"), { "metallic" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Roughness", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "roughness", "ROUGHNESS"), { "roughness" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Specular", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "specular", "SPECULAR_LIGHT"), { "specular" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("View", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view", "VIEW"), { "view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Binormal", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal", "BINORMAL"), { "binormal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Color", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("InstanceId", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id", "INSTANCE_ID"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("InstanceCustom", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ModelViewMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "modelview_matrix", "MODELVIEW_MATRIX"), { "modelview_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("PointSize", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size", "POINT_SIZE"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Tangent", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "tangent", "TANGENT"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Vertex", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("VertexId", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex_id", "VERTEX_ID"), { "vertex_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ViewIndex", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_index", "VIEW_INDEX"), { "view_index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ViewMonoLeft", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_mono_left", "VIEW_MONO_LEFT"), { "view_mono_left" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ViewRight", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_right", "VIEW_RIGHT"), { "view_right" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("NodePositionWorld", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_world", "NODE_POSITION_WORLD"), { "node_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("CameraPositionWorld", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_position_world", "CAMERA_POSITION_WORLD"), { "camera_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("CameraDirectionWorld", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_direction_world", "CAMERA_DIRECTION_WORLD"), { "camera_direction_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("NodePositionView", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_view", "NODE_POSITION_VIEW"), { "node_position_view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + + add_options.push_back(AddOption("Binormal", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal", "BINORMAL"), { "binormal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Color", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("DepthTexture", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "depth_texture", "DEPTH_TEXTURE"), { "depth_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("FragCoord", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("FrontFacing", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "front_facing", "FRONT_FACING"), { "front_facing" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("PointCoord", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ScreenTexture", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture", "SCREEN_TEXTURE"), { "screen_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ScreenUV", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Tangent", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "tangent", "TANGENT"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Vertex", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("View", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view", "VIEW"), { "view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ViewIndex", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_index", "VIEW_INDEX"), { "view_index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ViewMonoLeft", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_mono_left", "VIEW_MONO_LEFT"), { "view_mono_left" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ViewRight", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_right", "VIEW_RIGHT"), { "view_right" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("NodePositionWorld", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_world", "NODE_POSITION_WORLD"), { "node_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("CameraPositionWorld", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_position_world", "CAMERA_POSITION_WORLD"), { "camera_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("CameraDirectionWorld", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_direction_world", "CAMERA_DIRECTION_WORLD"), { "camera_direction_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("NodePositionView", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_view", "NODE_POSITION_VIEW"), { "node_position_view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + + add_options.push_back(AddOption("Albedo", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "albedo", "ALBEDO"), { "albedo" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Attenuation", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "attenuation", "ATTENUATION"), { "attenuation" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Backlight", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "backlight", "BACKLIGHT"), { "backlight" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Diffuse", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "diffuse", "DIFFUSE_LIGHT"), { "diffuse" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("FragCoord", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Light", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light", "LIGHT"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("LightColor", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color", "LIGHT_COLOR"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Metallic", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "metallic", "METALLIC"), { "metallic" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Roughness", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "roughness", "ROUGHNESS"), { "roughness" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Specular", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "specular", "SPECULAR_LIGHT"), { "specular" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("View", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view", "VIEW"), { "view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); // CANVASITEM INPUTS - add_options.push_back(AddOption("AtLightPass", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass", "AT_LIGHT_PASS"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("CanvasMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "canvas_matrix", "CANVAS_MATRIX"), { "canvas_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("InstanceId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id", "INSTANCE_ID"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("ModelMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "model_matrix", "MODEL_MATRIX"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size", "POINT_SIZE"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("ScreenMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "screen_matrix", "SCREEN_MATRIX"), { "screen_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("VertexId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex_id", "VERTEX_ID"), { "vertex_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); - - add_options.push_back(AddOption("AtLightPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass", "AT_LIGHT_PASS"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("NormalTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "normal_texture", "NORMAL_TEXTURE"), { "normal_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("ScreenPixelSize", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_pixel_size", "SCREEN_PIXEL_SIZE"), { "screen_pixel_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("ScreenTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture", "SCREEN_TEXTURE"), { "screen_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("SpecularShininess", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess", "SPECULAR_SHININESS"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("SpecularShininessTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE"), { "specular_shininess_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("Texture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture", "TEXTURE"), { "texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - - add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light", "LIGHT"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color", "LIGHT_COLOR"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("LightPosition", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_position", "LIGHT_POSITION"), { "light_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("LightVertex", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "light_vertex", "LIGHT_VERTEX"), { "light_vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("Normal", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "normal", "NORMAL"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("PointCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("ScreenUV", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("Shadow", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow", "SHADOW_MODULATE"), { "shadow" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("SpecularShininess", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess", "SPECULAR_SHININESS"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("Texture", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture", "TEXTURE"), { "texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("AtLightPass", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass", "AT_LIGHT_PASS"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("CanvasMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "canvas_matrix", "CANVAS_MATRIX"), { "canvas_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("InstanceCustom", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("InstanceId", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id", "INSTANCE_ID"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("ModelMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "model_matrix", "MODEL_MATRIX"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("PointSize", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size", "POINT_SIZE"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("ScreenMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "screen_matrix", "SCREEN_MATRIX"), { "screen_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Vertex", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("VertexId", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex_id", "VERTEX_ID"), { "vertex_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); + + add_options.push_back(AddOption("AtLightPass", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass", "AT_LIGHT_PASS"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("FragCoord", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("NormalTexture", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "normal_texture", "NORMAL_TEXTURE"), { "normal_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("PointCoord", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("ScreenPixelSize", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_pixel_size", "SCREEN_PIXEL_SIZE"), { "screen_pixel_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("ScreenTexture", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture", "SCREEN_TEXTURE"), { "screen_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("ScreenUV", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("SpecularShininess", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess", "SPECULAR_SHININESS"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("SpecularShininessTexture", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE"), { "specular_shininess_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Texture", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture", "TEXTURE"), { "texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Vertex", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + + add_options.push_back(AddOption("FragCoord", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Light", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light", "LIGHT"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightColor", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color", "LIGHT_COLOR"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightPosition", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_position", "LIGHT_POSITION"), { "light_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightVertex", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "light_vertex", "LIGHT_VERTEX"), { "light_vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Normal", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "normal", "NORMAL"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("PointCoord", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("ScreenUV", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Shadow", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow", "SHADOW_MODULATE"), { "shadow" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("SpecularShininess", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess", "SPECULAR_SHININESS"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Texture", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture", "TEXTURE"), { "texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); // SKY INPUTS - add_options.push_back(AddOption("AtCubeMapPass", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_cubemap_pass", "AT_CUBEMAP_PASS"), { "at_cubemap_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("AtHalfResPass", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_half_res_pass", "AT_HALF_RES_PASS"), { "at_half_res_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("AtQuarterResPass", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_quarter_res_pass", "AT_QUARTER_RES_PASS"), { "at_quarter_res_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("EyeDir", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "eyedir", "EYEDIR"), { "eyedir" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("HalfResColor", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "half_res_color", "HALF_RES_COLOR"), { "half_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light0Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_color", "LIGHT0_COLOR"), { "light0_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light0Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_direction", "LIGHT0_DIRECTION"), { "light0_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light0Enabled", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_enabled", "LIGHT0_ENABLED"), { "light0_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light0Energy", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_energy", "LIGHT0_ENERGY"), { "light0_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light1Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_color", "LIGHT1_COLOR"), { "light1_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light1Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_direction", "LIGHT1_DIRECTION"), { "light1_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light1Enabled", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_enabled", "LIGHT1_ENABLED"), { "light1_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light1Energy", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_energy", "LIGHT1_ENERGY"), { "light1_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light2Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_color", "LIGHT2_COLOR"), { "light2_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light2Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_direction", "LIGHT2_DIRECTION"), { "light2_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light2Enabled", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_enabled", "LIGHT2_ENABLED"), { "light2_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light2Energy", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_energy", "LIGHT2_ENERGY"), { "light2_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light3Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_color", "LIGHT3_COLOR"), { "light3_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light3Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_direction", "LIGHT3_DIRECTION"), { "light3_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light3Enabled", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_enabled", "LIGHT3_ENABLED"), { "light3_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light3Energy", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_energy", "LIGHT3_ENERGY"), { "light3_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("Position", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "position", "POSITION"), { "position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("QuarterResColor", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "quarter_res_color", "QUARTER_RES_COLOR"), { "quarter_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("Radiance", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "radiance", "RADIANCE"), { "radiance" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("ScreenUV", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("FragCoord", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - - add_options.push_back(AddOption("SkyCoords", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "sky_coords", "SKY_COORDS"), { "sky_coords" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("Time", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("AtCubeMapPass", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_cubemap_pass", "AT_CUBEMAP_PASS"), { "at_cubemap_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("AtHalfResPass", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_half_res_pass", "AT_HALF_RES_PASS"), { "at_half_res_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("AtQuarterResPass", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_quarter_res_pass", "AT_QUARTER_RES_PASS"), { "at_quarter_res_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("EyeDir", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "eyedir", "EYEDIR"), { "eyedir" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("HalfResColor", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "half_res_color", "HALF_RES_COLOR"), { "half_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light0Color", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_color", "LIGHT0_COLOR"), { "light0_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light0Direction", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_direction", "LIGHT0_DIRECTION"), { "light0_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light0Enabled", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_enabled", "LIGHT0_ENABLED"), { "light0_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light0Energy", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_energy", "LIGHT0_ENERGY"), { "light0_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light1Color", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_color", "LIGHT1_COLOR"), { "light1_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light1Direction", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_direction", "LIGHT1_DIRECTION"), { "light1_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light1Enabled", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_enabled", "LIGHT1_ENABLED"), { "light1_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light1Energy", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_energy", "LIGHT1_ENERGY"), { "light1_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light2Color", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_color", "LIGHT2_COLOR"), { "light2_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light2Direction", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_direction", "LIGHT2_DIRECTION"), { "light2_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light2Enabled", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_enabled", "LIGHT2_ENABLED"), { "light2_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light2Energy", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_energy", "LIGHT2_ENERGY"), { "light2_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light3Color", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_color", "LIGHT3_COLOR"), { "light3_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light3Direction", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_direction", "LIGHT3_DIRECTION"), { "light3_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light3Enabled", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_enabled", "LIGHT3_ENABLED"), { "light3_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light3Energy", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_energy", "LIGHT3_ENERGY"), { "light3_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("Position", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "position", "POSITION"), { "position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("QuarterResColor", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "quarter_res_color", "QUARTER_RES_COLOR"), { "quarter_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("Radiance", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "radiance", "RADIANCE"), { "radiance" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("ScreenUV", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("FragCoord", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + + add_options.push_back(AddOption("SkyCoords", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "sky_coords", "SKY_COORDS"), { "sky_coords" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("Time", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY)); // FOG INPUTS - add_options.push_back(AddOption("WorldPosition", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "world_position", "WORLD_POSITION"), { "world_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG)); - add_options.push_back(AddOption("ObjectPosition", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "object_position", "OBJECT_POSITION"), { "object_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG)); - add_options.push_back(AddOption("UVW", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "uvw", "UVW"), { "uvw" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG)); - add_options.push_back(AddOption("Extents", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "extents", "EXTENTS"), { "extents" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG)); - add_options.push_back(AddOption("SDF", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "sdf", "SDF"), { "sdf" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FOG, Shader::MODE_FOG)); - add_options.push_back(AddOption("Time", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FOG, Shader::MODE_FOG)); + add_options.push_back(AddOption("WorldPosition", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "world_position", "WORLD_POSITION"), { "world_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG)); + add_options.push_back(AddOption("ObjectPosition", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "object_position", "OBJECT_POSITION"), { "object_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG)); + add_options.push_back(AddOption("UVW", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "uvw", "UVW"), { "uvw" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG)); + add_options.push_back(AddOption("Extents", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "extents", "EXTENTS"), { "extents" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG)); + add_options.push_back(AddOption("SDF", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "sdf", "SDF"), { "sdf" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FOG, Shader::MODE_FOG)); + add_options.push_back(AddOption("Time", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FOG, Shader::MODE_FOG)); // PARTICLES INPUTS - add_options.push_back(AddOption("CollisionDepth", "Input", "Collide", "VisualShaderNodeInput", vformat(input_param_for_collide_shader_mode, "collision_depth", "COLLISION_DEPTH"), { "collision_depth" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("CollisionNormal", "Input", "Collide", "VisualShaderNodeInput", vformat(input_param_for_collide_shader_mode, "collision_normal", "COLLISION_NORMAL"), { "collision_normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("CollisionDepth", "Input/Collide", "VisualShaderNodeInput", vformat(input_param_for_collide_shader_mode, "collision_depth", "COLLISION_DEPTH"), { "collision_depth" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("CollisionNormal", "Input/Collide", "VisualShaderNodeInput", vformat(input_param_for_collide_shader_mode, "collision_normal", "COLLISION_NORMAL"), { "collision_normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES)); // PARTICLES - add_options.push_back(AddOption("EmitParticle", "Particles", "", "VisualShaderNodeParticleEmit", "", {}, -1, TYPE_FLAGS_PROCESS | TYPE_FLAGS_PROCESS_CUSTOM | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("ParticleAccelerator", "Particles", "", "VisualShaderNodeParticleAccelerator", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("ParticleRandomness", "Particles", "", "VisualShaderNodeParticleRandomness", "", {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT | TYPE_FLAGS_PROCESS | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("MultiplyByAxisAngle", "Particles", "Transform", "VisualShaderNodeParticleMultiplyByAxisAngle", TTR("A node for help to multiply a position input vector by rotation using specific axis. Intended to work with emitters."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT | TYPE_FLAGS_PROCESS | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("EmitParticle", "Particles", "VisualShaderNodeParticleEmit", "", {}, -1, TYPE_FLAGS_PROCESS | TYPE_FLAGS_PROCESS_CUSTOM | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("ParticleAccelerator", "Particles", "VisualShaderNodeParticleAccelerator", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("ParticleRandomness", "Particles", "VisualShaderNodeParticleRandomness", "", {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT | TYPE_FLAGS_PROCESS | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("MultiplyByAxisAngle", "Particles/Transform", "VisualShaderNodeParticleMultiplyByAxisAngle", TTR("A node for help to multiply a position input vector by rotation using specific axis. Intended to work with emitters."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT | TYPE_FLAGS_PROCESS | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("BoxEmitter", "Particles", "Emitters", "VisualShaderNodeParticleBoxEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("MeshEmitter", "Particles", "Emitters", "VisualShaderNodeParticleMeshEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("RingEmitter", "Particles", "Emitters", "VisualShaderNodeParticleRingEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("SphereEmitter", "Particles", "Emitters", "VisualShaderNodeParticleSphereEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("BoxEmitter", "Particles/Emitters", "VisualShaderNodeParticleBoxEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("MeshEmitter", "Particles/Emitters", "VisualShaderNodeParticleMeshEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("RingEmitter", "Particles/Emitters", "VisualShaderNodeParticleRingEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("SphereEmitter", "Particles/Emitters", "VisualShaderNodeParticleSphereEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("ConeVelocity", "Particles", "Velocity", "VisualShaderNodeParticleConeVelocity", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("ConeVelocity", "Particles/Velocity", "VisualShaderNodeParticleConeVelocity", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES)); // SCALAR - add_options.push_back(AddOption("FloatFunc", "Scalar", "Common", "VisualShaderNodeFloatFunc", TTR("Float function."), {}, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("FloatOp", "Scalar", "Common", "VisualShaderNodeFloatOp", TTR("Float operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("IntFunc", "Scalar", "Common", "VisualShaderNodeIntFunc", TTR("Integer function."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT)); - add_options.push_back(AddOption("IntOp", "Scalar", "Common", "VisualShaderNodeIntOp", TTR("Integer operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT)); + add_options.push_back(AddOption("FloatFunc", "Scalar/Common", "VisualShaderNodeFloatFunc", TTR("Float function."), {}, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("FloatOp", "Scalar/Common", "VisualShaderNodeFloatOp", TTR("Float operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("IntFunc", "Scalar/Common", "VisualShaderNodeIntFunc", TTR("Integer function."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT)); + add_options.push_back(AddOption("IntOp", "Scalar/Common", "VisualShaderNodeIntOp", TTR("Integer operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT)); // CONSTANTS for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) { - add_options.push_back(AddOption(float_constant_defs[i].name, "Scalar", "Constants", "VisualShaderNodeFloatConstant", float_constant_defs[i].desc, { float_constant_defs[i].value }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption(float_constant_defs[i].name, "Scalar/Constants", "VisualShaderNodeFloatConstant", float_constant_defs[i].desc, { float_constant_defs[i].value }, VisualShaderNode::PORT_TYPE_SCALAR)); } // FUNCTIONS - add_options.push_back(AddOption("Abs", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ABS }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Abs", "Scalar", "Functions", "VisualShaderNodeIntFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeIntFunc::FUNC_ABS }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); - add_options.push_back(AddOption("ACos", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ACOS }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("ACosH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ACOSH }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("ASin", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ASIN }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("ASinH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ASINH }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("ATan", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ATAN }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("ATan2", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeFloatOp::OP_ATAN2 }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("ATanH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ATANH }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("BitwiseNOT", "Scalar", "Functions", "VisualShaderNodeIntFunc", TTR("Returns the result of bitwise NOT (~a) operation on the integer."), { VisualShaderNodeIntFunc::FUNC_BITWISE_NOT }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); - add_options.push_back(AddOption("Ceil", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), { VisualShaderNodeFloatFunc::FUNC_CEIL }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Clamp", "Scalar", "Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_FLOAT }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Clamp", "Scalar", "Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_INT }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); - add_options.push_back(AddOption("Cos", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COS }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("CosH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COSH }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Degrees", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeFloatFunc::FUNC_DEGREES }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("DFdX", "Scalar", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Derivative in 'x' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_X, VisualShaderNodeDerivativeFunc::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true)); - add_options.push_back(AddOption("DFdY", "Scalar", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Derivative in 'y' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_Y, VisualShaderNodeDerivativeFunc::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true)); - add_options.push_back(AddOption("Exp", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-e Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Exp2", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP2 }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Floor", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer less than or equal to the parameter."), { VisualShaderNodeFloatFunc::FUNC_FLOOR }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Fract", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeFloatFunc::FUNC_FRACT }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("InverseSqrt", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the inverse of the square root of the parameter."), { VisualShaderNodeFloatFunc::FUNC_INVERSE_SQRT }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Log", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Natural logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Log2", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG2 }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Max", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the greater of two values."), { VisualShaderNodeFloatOp::OP_MAX }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Min", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the lesser of two values."), { VisualShaderNodeFloatOp::OP_MIN }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Mix", "Scalar", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two scalars."), { VisualShaderNodeMix::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("MultiplyAdd", "Scalar", "Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on scalars."), { VisualShaderNodeMultiplyAdd::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Negate", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Negate", "Scalar", "Functions", "VisualShaderNodeIntFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeIntFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); - add_options.push_back(AddOption("OneMinus", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("1.0 - scalar"), { VisualShaderNodeFloatFunc::FUNC_ONEMINUS }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Pow", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the value of the first parameter raised to the power of the second."), { VisualShaderNodeFloatOp::OP_POW }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Radians", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeFloatFunc::FUNC_RADIANS }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Reciprocal", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("1.0 / scalar"), { VisualShaderNodeFloatFunc::FUNC_RECIPROCAL }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Round", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUND }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("RoundEven", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest even integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUNDEVEN }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Saturate", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Clamps the value between 0.0 and 1.0."), { VisualShaderNodeFloatFunc::FUNC_SATURATE }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Sign", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Sign", "Scalar", "Functions", "VisualShaderNodeIntFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeIntFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); - add_options.push_back(AddOption("Sin", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIN }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("SinH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SINH }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Sqrt", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SQRT }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("SmoothStep", "Scalar", "Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Step", "Scalar", "Functions", "VisualShaderNodeStep", TTR("Step function( scalar(edge), scalar(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Sum", "Scalar", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'."), { VisualShaderNodeDerivativeFunc::FUNC_SUM, VisualShaderNodeDerivativeFunc::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true)); - add_options.push_back(AddOption("Tan", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TAN }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("TanH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TANH }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Trunc", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TRUNC }, VisualShaderNode::PORT_TYPE_SCALAR)); - - add_options.push_back(AddOption("Add", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Sums two floating-point scalars."), { VisualShaderNodeFloatOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Add", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Sums two integer scalars."), { VisualShaderNodeIntOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); - add_options.push_back(AddOption("BitwiseAND", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise AND (a & b) operation for two integers."), { VisualShaderNodeIntOp::OP_BITWISE_AND }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); - add_options.push_back(AddOption("BitwiseLeftShift", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise left shift (a << b) operation on the integer."), { VisualShaderNodeIntOp::OP_BITWISE_LEFT_SHIFT }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); - add_options.push_back(AddOption("BitwiseOR", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise OR (a | b) operation for two integers."), { VisualShaderNodeIntOp::OP_BITWISE_OR }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); - add_options.push_back(AddOption("BitwiseRightShift", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise right shift (a >> b) operation on the integer."), { VisualShaderNodeIntOp::OP_BITWISE_RIGHT_SHIFT }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); - add_options.push_back(AddOption("BitwiseXOR", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise XOR (a ^ b) operation on the integer."), { VisualShaderNodeIntOp::OP_BITWISE_XOR }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); - add_options.push_back(AddOption("Divide", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Divides two floating-point scalars."), { VisualShaderNodeFloatOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Divide", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Divides two integer scalars."), { VisualShaderNodeIntOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); - add_options.push_back(AddOption("Multiply", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Multiplies two floating-point scalars."), { VisualShaderNodeFloatOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Multiply", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Multiplies two integer scalars."), { VisualShaderNodeIntOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); - add_options.push_back(AddOption("Remainder", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Returns the remainder of the two floating-point scalars."), { VisualShaderNodeFloatOp::OP_MOD }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Remainder", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Returns the remainder of the two integer scalars."), { VisualShaderNodeIntOp::OP_MOD }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); - add_options.push_back(AddOption("Subtract", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Subtracts two floating-point scalars."), { VisualShaderNodeFloatOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Subtract", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Subtracts two integer scalars."), { VisualShaderNodeIntOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); - - add_options.push_back(AddOption("FloatConstant", "Scalar", "Variables", "VisualShaderNodeFloatConstant", TTR("Scalar floating-point constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("IntConstant", "Scalar", "Variables", "VisualShaderNodeIntConstant", TTR("Scalar integer constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT)); - add_options.push_back(AddOption("FloatParameter", "Scalar", "Variables", "VisualShaderNodeFloatParameter", TTR("Scalar floating-point parameter."), {}, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("IntParameter", "Scalar", "Variables", "VisualShaderNodeIntParameter", TTR("Scalar integer parameter."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT)); + add_options.push_back(AddOption("Abs", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ABS }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Abs", "Scalar/Functions", "VisualShaderNodeIntFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeIntFunc::FUNC_ABS }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); + add_options.push_back(AddOption("ACos", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ACOS }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("ACosH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ACOSH }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("ASin", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ASIN }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("ASinH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ASINH }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("ATan", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ATAN }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("ATan2", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeFloatOp::OP_ATAN2 }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("ATanH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ATANH }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("BitwiseNOT", "Scalar/Functions", "VisualShaderNodeIntFunc", TTR("Returns the result of bitwise NOT (~a) operation on the integer."), { VisualShaderNodeIntFunc::FUNC_BITWISE_NOT }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); + add_options.push_back(AddOption("Ceil", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), { VisualShaderNodeFloatFunc::FUNC_CEIL }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Clamp", "Scalar/Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_FLOAT }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Clamp", "Scalar/Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_INT }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); + add_options.push_back(AddOption("Cos", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COS }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("CosH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COSH }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Degrees", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeFloatFunc::FUNC_DEGREES }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("DFdX", "Scalar/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Derivative in 'x' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_X, VisualShaderNodeDerivativeFunc::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true)); + add_options.push_back(AddOption("DFdY", "Scalar/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Derivative in 'y' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_Y, VisualShaderNodeDerivativeFunc::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true)); + add_options.push_back(AddOption("Exp", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Base-e Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Exp2", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP2 }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Floor", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer less than or equal to the parameter."), { VisualShaderNodeFloatFunc::FUNC_FLOOR }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Fract", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeFloatFunc::FUNC_FRACT }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("InverseSqrt", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the inverse of the square root of the parameter."), { VisualShaderNodeFloatFunc::FUNC_INVERSE_SQRT }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Log", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Natural logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Log2", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG2 }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Max", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the greater of two values."), { VisualShaderNodeFloatOp::OP_MAX }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Min", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the lesser of two values."), { VisualShaderNodeFloatOp::OP_MIN }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Mix", "Scalar/Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two scalars."), { VisualShaderNodeMix::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("MultiplyAdd", "Scalar/Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on scalars."), { VisualShaderNodeMultiplyAdd::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Negate", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Negate", "Scalar/Functions", "VisualShaderNodeIntFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeIntFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); + add_options.push_back(AddOption("OneMinus", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("1.0 - scalar"), { VisualShaderNodeFloatFunc::FUNC_ONEMINUS }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Pow", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the value of the first parameter raised to the power of the second."), { VisualShaderNodeFloatOp::OP_POW }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Radians", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeFloatFunc::FUNC_RADIANS }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Reciprocal", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("1.0 / scalar"), { VisualShaderNodeFloatFunc::FUNC_RECIPROCAL }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Round", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUND }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("RoundEven", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest even integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUNDEVEN }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Saturate", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Clamps the value between 0.0 and 1.0."), { VisualShaderNodeFloatFunc::FUNC_SATURATE }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Sign", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Sign", "Scalar/Functions", "VisualShaderNodeIntFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeIntFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); + add_options.push_back(AddOption("Sin", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIN }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("SinH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SINH }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Sqrt", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SQRT }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("SmoothStep", "Scalar/Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Step", "Scalar/Functions", "VisualShaderNodeStep", TTR("Step function( scalar(edge), scalar(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Sum", "Scalar/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'."), { VisualShaderNodeDerivativeFunc::FUNC_SUM, VisualShaderNodeDerivativeFunc::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true)); + add_options.push_back(AddOption("Tan", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TAN }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("TanH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TANH }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Trunc", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TRUNC }, VisualShaderNode::PORT_TYPE_SCALAR)); + + add_options.push_back(AddOption("Add", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Sums two floating-point scalars."), { VisualShaderNodeFloatOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Add", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Sums two integer scalars."), { VisualShaderNodeIntOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); + add_options.push_back(AddOption("BitwiseAND", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise AND (a & b) operation for two integers."), { VisualShaderNodeIntOp::OP_BITWISE_AND }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); + add_options.push_back(AddOption("BitwiseLeftShift", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise left shift (a << b) operation on the integer."), { VisualShaderNodeIntOp::OP_BITWISE_LEFT_SHIFT }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); + add_options.push_back(AddOption("BitwiseOR", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise OR (a | b) operation for two integers."), { VisualShaderNodeIntOp::OP_BITWISE_OR }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); + add_options.push_back(AddOption("BitwiseRightShift", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise right shift (a >> b) operation on the integer."), { VisualShaderNodeIntOp::OP_BITWISE_RIGHT_SHIFT }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); + add_options.push_back(AddOption("BitwiseXOR", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise XOR (a ^ b) operation on the integer."), { VisualShaderNodeIntOp::OP_BITWISE_XOR }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); + add_options.push_back(AddOption("Divide", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Divides two floating-point scalars."), { VisualShaderNodeFloatOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Divide", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Divides two integer scalars."), { VisualShaderNodeIntOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); + add_options.push_back(AddOption("Multiply", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Multiplies two floating-point scalars."), { VisualShaderNodeFloatOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Multiply", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Multiplies two integer scalars."), { VisualShaderNodeIntOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); + add_options.push_back(AddOption("Remainder", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Returns the remainder of the two floating-point scalars."), { VisualShaderNodeFloatOp::OP_MOD }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Remainder", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Returns the remainder of the two integer scalars."), { VisualShaderNodeIntOp::OP_MOD }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); + add_options.push_back(AddOption("Subtract", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Subtracts two floating-point scalars."), { VisualShaderNodeFloatOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Subtract", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Subtracts two integer scalars."), { VisualShaderNodeIntOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR_INT)); + + add_options.push_back(AddOption("FloatConstant", "Scalar/Variables", "VisualShaderNodeFloatConstant", TTR("Scalar floating-point constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("IntConstant", "Scalar/Variables", "VisualShaderNodeIntConstant", TTR("Scalar integer constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT)); + add_options.push_back(AddOption("FloatParameter", "Scalar/Variables", "VisualShaderNodeFloatParameter", TTR("Scalar floating-point parameter."), {}, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("IntParameter", "Scalar/Variables", "VisualShaderNodeIntParameter", TTR("Scalar integer parameter."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT)); // SDF { - add_options.push_back(AddOption("ScreenUVToSDF", "SDF", "", "VisualShaderNodeScreenUVToSDF", TTR("Converts screen UV to a SDF."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("SDFRaymarch", "SDF", "", "VisualShaderNodeSDFRaymarch", TTR("Casts a ray against the screen SDF and returns the distance travelled."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("SDFToScreenUV", "SDF", "", "VisualShaderNodeSDFToScreenUV", TTR("Converts a SDF to screen UV."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("TextureSDF", "SDF", "", "VisualShaderNodeTextureSDF", TTR("Performs a SDF texture lookup."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("TextureSDFNormal", "SDF", "", "VisualShaderNodeTextureSDFNormal", TTR("Performs a SDF normal texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("ScreenUVToSDF", "SDF", "VisualShaderNodeScreenUVToSDF", TTR("Converts screen UV to a SDF."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("SDFRaymarch", "SDF", "VisualShaderNodeSDFRaymarch", TTR("Casts a ray against the screen SDF and returns the distance travelled."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("SDFToScreenUV", "SDF", "VisualShaderNodeSDFToScreenUV", TTR("Converts a SDF to screen UV."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("TextureSDF", "SDF", "VisualShaderNodeTextureSDF", TTR("Performs a SDF texture lookup."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("TextureSDFNormal", "SDF", "VisualShaderNodeTextureSDFNormal", TTR("Performs a SDF normal texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); } // TEXTURES - add_options.push_back(AddOption("UVFunc", "Textures", "Common", "VisualShaderNodeUVFunc", TTR("Function to be applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("UVPolarCoord", "Textures", "Common", "VisualShaderNodeUVPolarCoord", TTR("Polar coordinates conversion applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("UVFunc", "Textures/Common", "VisualShaderNodeUVFunc", TTR("Function to be applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("UVPolarCoord", "Textures/Common", "VisualShaderNodeUVPolarCoord", TTR("Polar coordinates conversion applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D)); cubemap_node_option_idx = add_options.size(); - add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("CubeMap", "Textures/Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D)); curve_node_option_idx = add_options.size(); - add_options.push_back(AddOption("CurveTexture", "Textures", "Functions", "VisualShaderNodeCurveTexture", TTR("Perform the curve texture lookup."), {}, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("CurveTexture", "Textures/Functions", "VisualShaderNodeCurveTexture", TTR("Perform the curve texture lookup."), {}, VisualShaderNode::PORT_TYPE_SCALAR)); curve_xyz_node_option_idx = add_options.size(); - add_options.push_back(AddOption("CurveXYZTexture", "Textures", "Functions", "VisualShaderNodeCurveXYZTexture", TTR("Perform the three components curve texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("LinearSceneDepth", "Textures", "Functions", "VisualShaderNodeLinearSceneDepth", TTR("Returns the depth value of the DEPTH_TEXTURE node in a linear space."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("CurveXYZTexture", "Textures/Functions", "VisualShaderNodeCurveXYZTexture", TTR("Perform the three components curve texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("LinearSceneDepth", "Textures/Functions", "VisualShaderNodeLinearSceneDepth", TTR("Returns the depth value of the DEPTH_TEXTURE node in a linear space."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); texture2d_node_option_idx = add_options.size(); - add_options.push_back(AddOption("Texture2D", "Textures", "Functions", "VisualShaderNodeTexture", TTR("Perform the 2D texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Texture2D", "Textures/Functions", "VisualShaderNodeTexture", TTR("Perform the 2D texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D)); texture2d_array_node_option_idx = add_options.size(); - add_options.push_back(AddOption("Texture2DArray", "Textures", "Functions", "VisualShaderNodeTexture2DArray", TTR("Perform the 2D-array texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Texture2DArray", "Textures/Functions", "VisualShaderNodeTexture2DArray", TTR("Perform the 2D-array texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D)); texture3d_node_option_idx = add_options.size(); - add_options.push_back(AddOption("Texture3D", "Textures", "Functions", "VisualShaderNodeTexture3D", TTR("Perform the 3D texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("UVPanning", "Textures", "Functions", "VisualShaderNodeUVFunc", TTR("Apply panning function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_PANNING }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("UVScaling", "Textures", "Functions", "VisualShaderNodeUVFunc", TTR("Apply scaling function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_SCALING }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Texture3D", "Textures/Functions", "VisualShaderNodeTexture3D", TTR("Perform the 3D texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("UVPanning", "Textures/Functions", "VisualShaderNodeUVFunc", TTR("Apply panning function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_PANNING }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("UVScaling", "Textures/Functions", "VisualShaderNodeUVFunc", TTR("Apply scaling function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_SCALING }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("CubeMapParameter", "Textures", "Variables", "VisualShaderNodeCubemapParameter", TTR("Cubic texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER)); - add_options.push_back(AddOption("Texture2DParameter", "Textures", "Variables", "VisualShaderNodeTexture2DParameter", TTR("2D texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER)); - add_options.push_back(AddOption("TextureParameterTriplanar", "Textures", "Variables", "VisualShaderNodeTextureParameterTriplanar", TTR("2D texture parameter lookup with triplanar."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Texture2DArrayParameter", "Textures", "Variables", "VisualShaderNodeTexture2DArrayParameter", TTR("2D array of textures parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER)); - add_options.push_back(AddOption("Texture3DParameter", "Textures", "Variables", "VisualShaderNodeTexture3DParameter", TTR("3D texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER)); + add_options.push_back(AddOption("CubeMapParameter", "Textures/Variables", "VisualShaderNodeCubemapParameter", TTR("Cubic texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER)); + add_options.push_back(AddOption("Texture2DParameter", "Textures/Variables", "VisualShaderNodeTexture2DParameter", TTR("2D texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER)); + add_options.push_back(AddOption("TextureParameterTriplanar", "Textures/Variables", "VisualShaderNodeTextureParameterTriplanar", TTR("2D texture parameter lookup with triplanar."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Texture2DArrayParameter", "Textures/Variables", "VisualShaderNodeTexture2DArrayParameter", TTR("2D array of textures parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER)); + add_options.push_back(AddOption("Texture3DParameter", "Textures/Variables", "VisualShaderNodeTexture3DParameter", TTR("3D texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER)); // TRANSFORM - add_options.push_back(AddOption("TransformFunc", "Transform", "Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM)); - add_options.push_back(AddOption("TransformOp", "Transform", "Common", "VisualShaderNodeTransformOp", TTR("Transform operator."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM)); + add_options.push_back(AddOption("TransformFunc", "Transform/Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM)); + add_options.push_back(AddOption("TransformOp", "Transform/Common", "VisualShaderNodeTransformOp", TTR("Transform operator."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM)); - add_options.push_back(AddOption("OuterProduct", "Transform", "Composition", "VisualShaderNodeOuterProduct", TTR("Calculate the outer product of a pair of vectors.\n\nOuterProduct treats the first parameter 'c' as a column vector (matrix with one column) and the second parameter 'r' as a row vector (matrix with one row) and does a linear algebraic matrix multiply 'c * r', yielding a matrix whose number of rows is the number of components in 'c' and whose number of columns is the number of components in 'r'."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM)); - add_options.push_back(AddOption("TransformCompose", "Transform", "Composition", "VisualShaderNodeTransformCompose", TTR("Composes transform from four vectors."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM)); - add_options.push_back(AddOption("TransformDecompose", "Transform", "Composition", "VisualShaderNodeTransformDecompose", TTR("Decomposes transform to four vectors."))); + add_options.push_back(AddOption("OuterProduct", "Transform/Composition", "VisualShaderNodeOuterProduct", TTR("Calculate the outer product of a pair of vectors.\n\nOuterProduct treats the first parameter 'c' as a column vector (matrix with one column) and the second parameter 'r' as a row vector (matrix with one row) and does a linear algebraic matrix multiply 'c * r', yielding a matrix whose number of rows is the number of components in 'c' and whose number of columns is the number of components in 'r'."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM)); + add_options.push_back(AddOption("TransformCompose", "Transform/Composition", "VisualShaderNodeTransformCompose", TTR("Composes transform from four vectors."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM)); + add_options.push_back(AddOption("TransformDecompose", "Transform/Composition", "VisualShaderNodeTransformDecompose", TTR("Decomposes transform to four vectors."))); - add_options.push_back(AddOption("Determinant", "Transform", "Functions", "VisualShaderNodeDeterminant", TTR("Calculates the determinant of a transform."), {}, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("GetBillboardMatrix", "Transform", "Functions", "VisualShaderNodeBillboard", TTR("Calculates how the object should face the camera to be applied on Model View Matrix output port for 3D objects."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Inverse", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the inverse of a transform."), { VisualShaderNodeTransformFunc::FUNC_INVERSE }, VisualShaderNode::PORT_TYPE_TRANSFORM)); - add_options.push_back(AddOption("Transpose", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the transpose of a transform."), { VisualShaderNodeTransformFunc::FUNC_TRANSPOSE }, VisualShaderNode::PORT_TYPE_TRANSFORM)); + add_options.push_back(AddOption("Determinant", "Transform/Functions", "VisualShaderNodeDeterminant", TTR("Calculates the determinant of a transform."), {}, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("GetBillboardMatrix", "Transform/Functions", "VisualShaderNodeBillboard", TTR("Calculates how the object should face the camera to be applied on Model View Matrix output port for 3D objects."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Inverse", "Transform/Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the inverse of a transform."), { VisualShaderNodeTransformFunc::FUNC_INVERSE }, VisualShaderNode::PORT_TYPE_TRANSFORM)); + add_options.push_back(AddOption("Transpose", "Transform/Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the transpose of a transform."), { VisualShaderNodeTransformFunc::FUNC_TRANSPOSE }, VisualShaderNode::PORT_TYPE_TRANSFORM)); - add_options.push_back(AddOption("Add", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Sums two transforms."), { VisualShaderNodeTransformOp::OP_ADD }, VisualShaderNode::PORT_TYPE_TRANSFORM)); - add_options.push_back(AddOption("Divide", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Divides two transforms."), { VisualShaderNodeTransformOp::OP_A_DIV_B }, VisualShaderNode::PORT_TYPE_TRANSFORM)); - add_options.push_back(AddOption("Multiply", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Multiplies two transforms."), { VisualShaderNodeTransformOp::OP_AxB }, VisualShaderNode::PORT_TYPE_TRANSFORM)); - add_options.push_back(AddOption("MultiplyComp", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Performs per-component multiplication of two transforms."), { VisualShaderNodeTransformOp::OP_AxB_COMP }, VisualShaderNode::PORT_TYPE_TRANSFORM)); - add_options.push_back(AddOption("Subtract", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Subtracts two transforms."), { VisualShaderNodeTransformOp::OP_A_MINUS_B }, VisualShaderNode::PORT_TYPE_TRANSFORM)); - add_options.push_back(AddOption("TransformVectorMult", "Transform", "Operators", "VisualShaderNodeTransformVecMult", TTR("Multiplies vector by transform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Add", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Sums two transforms."), { VisualShaderNodeTransformOp::OP_ADD }, VisualShaderNode::PORT_TYPE_TRANSFORM)); + add_options.push_back(AddOption("Divide", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Divides two transforms."), { VisualShaderNodeTransformOp::OP_A_DIV_B }, VisualShaderNode::PORT_TYPE_TRANSFORM)); + add_options.push_back(AddOption("Multiply", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Multiplies two transforms."), { VisualShaderNodeTransformOp::OP_AxB }, VisualShaderNode::PORT_TYPE_TRANSFORM)); + add_options.push_back(AddOption("MultiplyComp", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Performs per-component multiplication of two transforms."), { VisualShaderNodeTransformOp::OP_AxB_COMP }, VisualShaderNode::PORT_TYPE_TRANSFORM)); + add_options.push_back(AddOption("Subtract", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Subtracts two transforms."), { VisualShaderNodeTransformOp::OP_A_MINUS_B }, VisualShaderNode::PORT_TYPE_TRANSFORM)); + add_options.push_back(AddOption("TransformVectorMult", "Transform/Operators", "VisualShaderNodeTransformVecMult", TTR("Multiplies vector by transform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("TransformConstant", "Transform", "Variables", "VisualShaderNodeTransformConstant", TTR("Transform constant."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM)); - add_options.push_back(AddOption("TransformParameter", "Transform", "Variables", "VisualShaderNodeTransformParameter", TTR("Transform parameter."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM)); + add_options.push_back(AddOption("TransformConstant", "Transform/Variables", "VisualShaderNodeTransformConstant", TTR("Transform constant."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM)); + add_options.push_back(AddOption("TransformParameter", "Transform/Variables", "VisualShaderNodeTransformParameter", TTR("Transform parameter."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM)); // UTILITY - add_options.push_back(AddOption("DistanceFade", "Utility", "", "VisualShaderNodeDistanceFade", TTR("The distance fade effect fades out each pixel based on its distance to another object."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("ProximityFade", "Utility", "", "VisualShaderNodeProximityFade", TTR("The proximity fade effect fades out each pixel based on its distance to another object."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("RandomRange", "Utility", "", "VisualShaderNodeRandomRange", TTR("Returns a random value between the minimum and maximum input values."), {}, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Remap", "Utility", "", "VisualShaderNodeRemap", TTR("Remaps a given input from the input range to the output range."), {}, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("DistanceFade", "Utility", "VisualShaderNodeDistanceFade", TTR("The distance fade effect fades out each pixel based on its distance to another object."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ProximityFade", "Utility", "VisualShaderNodeProximityFade", TTR("The proximity fade effect fades out each pixel based on its distance to another object."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("RandomRange", "Utility", "VisualShaderNodeRandomRange", TTR("Returns a random value between the minimum and maximum input values."), {}, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Remap", "Utility", "VisualShaderNodeRemap", TTR("Remaps a given input from the input range to the output range."), {}, VisualShaderNode::PORT_TYPE_SCALAR)); // VECTOR - add_options.push_back(AddOption("VectorFunc", "Vector", "Common", "VisualShaderNodeVectorFunc", TTR("Vector function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("VectorOp", "Vector", "Common", "VisualShaderNodeVectorOp", TTR("Vector operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("VectorCompose", "Vector", "Common", "VisualShaderNodeVectorCompose", TTR("Composes vector from scalars."))); - add_options.push_back(AddOption("VectorDecompose", "Vector", "Common", "VisualShaderNodeVectorDecompose", TTR("Decomposes vector to scalars."))); - - add_options.push_back(AddOption("Vector2Compose", "Vector", "Composition", "VisualShaderNodeVectorCompose", TTR("Composes 2D vector from two scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Vector2Decompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 2D vector to two scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_2D })); - add_options.push_back(AddOption("Vector3Compose", "Vector", "Composition", "VisualShaderNodeVectorCompose", TTR("Composes 3D vector from three scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Vector3Decompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 3D vector to three scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_3D })); - add_options.push_back(AddOption("Vector4Compose", "Vector", "Composition", "VisualShaderNodeVectorCompose", TTR("Composes 4D vector from four scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Vector4Decompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 4D vector to four scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_4D })); - - add_options.push_back(AddOption("Abs", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Abs", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Abs", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("ACos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("ACos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("ACos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("ACosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("ACosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("ACosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("ASin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("ASin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("ASin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("ASinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("ASinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("ASinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("ATan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("ATan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("ATan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("ATan2", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("ATan2", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("ATan2", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("ATanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("ATanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("ATanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Ceil", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_CEIL }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Ceil", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_CEIL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Ceil", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_CEIL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Clamp", "Vector", "Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Clamp", "Vector", "Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Clamp", "Vector", "Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Cos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Cos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Cos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("CosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("CosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("CosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Cross", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Calculates the cross product of two vectors."), { VisualShaderNodeVectorOp::OP_CROSS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Degrees", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeVectorFunc::FUNC_DEGREES, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Degrees", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeVectorFunc::FUNC_DEGREES, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Degrees", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeVectorFunc::FUNC_DEGREES, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("DFdX", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_X, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true)); - add_options.push_back(AddOption("DFdX", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_X, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true)); - add_options.push_back(AddOption("DFdX", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_X, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true)); - add_options.push_back(AddOption("DFdY", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_Y, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true)); - add_options.push_back(AddOption("DFdY", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_Y, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true)); - add_options.push_back(AddOption("DFdY", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_Y, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true)); - add_options.push_back(AddOption("Distance2D", "Vector", "Functions", "VisualShaderNodeVectorDistance", TTR("Returns the distance between two points."), { VisualShaderNodeVectorDistance::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Distance3D", "Vector", "Functions", "VisualShaderNodeVectorDistance", TTR("Returns the distance between two points."), { VisualShaderNodeVectorDistance::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Distance4D", "Vector", "Functions", "VisualShaderNodeVectorDistance", TTR("Returns the distance between two points."), { VisualShaderNodeVectorDistance::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Dot", "Vector", "Functions", "VisualShaderNodeDotProduct", TTR("Calculates the dot product of two vectors."), {}, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Exp", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-e Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Exp", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-e Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Exp", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-e Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Exp2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Exp2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Exp2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("FaceForward", "Vector", "Functions", "VisualShaderNodeFaceForward", TTR("Returns the vector that points in the same direction as a reference vector. The function has three vector parameters : N, the vector to orient, I, the incident vector, and Nref, the reference vector. If the dot product of I and Nref is smaller than zero the return value is N. Otherwise -N is returned."), { VisualShaderNodeFaceForward::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("FaceForward", "Vector", "Functions", "VisualShaderNodeFaceForward", TTR("Returns the vector that points in the same direction as a reference vector. The function has three vector parameters : N, the vector to orient, I, the incident vector, and Nref, the reference vector. If the dot product of I and Nref is smaller than zero the return value is N. Otherwise -N is returned."), { VisualShaderNodeFaceForward::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("FaceForward", "Vector", "Functions", "VisualShaderNodeFaceForward", TTR("Returns the vector that points in the same direction as a reference vector. The function has three vector parameters : N, the vector to orient, I, the incident vector, and Nref, the reference vector. If the dot product of I and Nref is smaller than zero the return value is N. Otherwise -N is returned."), { VisualShaderNodeFaceForward::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Floor", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer less than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_FLOOR, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Floor", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer less than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_FLOOR, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Floor", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer less than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_FLOOR, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Fract", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeVectorFunc::FUNC_FRACT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Fract", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeVectorFunc::FUNC_FRACT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Fract", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeVectorFunc::FUNC_FRACT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Fresnel", "Vector", "Functions", "VisualShaderNodeFresnel", TTR("Returns falloff based on the dot product of surface normal and view direction of camera (pass associated inputs to it)."), {}, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("InverseSqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse of the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_INVERSE_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("InverseSqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse of the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_INVERSE_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("InverseSqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse of the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_INVERSE_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Length2D", "Vector", "Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), { VisualShaderNodeVectorLen::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Length3D", "Vector", "Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), { VisualShaderNodeVectorLen::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Length4D", "Vector", "Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), { VisualShaderNodeVectorLen::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("Log", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Natural logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Log", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Natural logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Log", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Natural logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Log2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Log2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Log2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Max", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), { VisualShaderNodeVectorOp::OP_MAX, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Max", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), { VisualShaderNodeVectorOp::OP_MAX, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Max", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), { VisualShaderNodeVectorOp::OP_MAX, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Min", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), { VisualShaderNodeVectorOp::OP_MIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Min", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), { VisualShaderNodeVectorOp::OP_MIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Min", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), { VisualShaderNodeVectorOp::OP_MIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Mix", "Vector", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors."), { VisualShaderNodeMix::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Mix", "Vector", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors."), { VisualShaderNodeMix::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Mix", "Vector", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors."), { VisualShaderNodeMix::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("MixS", "Vector", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors using scalar."), { VisualShaderNodeMix::OP_TYPE_VECTOR_2D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("MixS", "Vector", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors using scalar."), { VisualShaderNodeMix::OP_TYPE_VECTOR_3D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("MixS", "Vector", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors using scalar."), { VisualShaderNodeMix::OP_TYPE_VECTOR_4D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("MultiplyAdd", "Vector", "Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("MultiplyAdd", "Vector", "Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("MultiplyAdd", "Vector", "Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Negate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Negate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Negate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Normalize", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), { VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Normalize", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), { VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Normalize", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), { VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("OneMinus", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("OneMinus", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("OneMinus", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Pow", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the value of the first parameter raised to the power of the second."), { VisualShaderNodeVectorOp::OP_POW, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Pow", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the value of the first parameter raised to the power of the second."), { VisualShaderNodeVectorOp::OP_POW, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Pow", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the value of the first parameter raised to the power of the second."), { VisualShaderNodeVectorOp::OP_POW, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Radians", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Radians", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Radians", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Reciprocal", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), { VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Reciprocal", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), { VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Reciprocal", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), { VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Reflect", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the vector that points in the direction of reflection ( a : incident vector, b : normal vector )."), { VisualShaderNodeVectorOp::OP_REFLECT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Reflect", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the vector that points in the direction of reflection ( a : incident vector, b : normal vector )."), { VisualShaderNodeVectorOp::OP_REFLECT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Reflect", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the vector that points in the direction of reflection ( a : incident vector, b : normal vector )."), { VisualShaderNodeVectorOp::OP_REFLECT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Refract", "Vector", "Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Refract", "Vector", "Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Refract", "Vector", "Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Round", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Round", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Round", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("RoundEven", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest even integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUNDEVEN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("RoundEven", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest even integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUNDEVEN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("RoundEven", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest even integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUNDEVEN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Saturate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Clamps the value between 0.0 and 1.0."), { VisualShaderNodeVectorFunc::FUNC_SATURATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Saturate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Clamps the value between 0.0 and 1.0."), { VisualShaderNodeVectorFunc::FUNC_SATURATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Saturate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Clamps the value between 0.0 and 1.0."), { VisualShaderNodeVectorFunc::FUNC_SATURATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Sign", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIGN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Sign", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIGN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Sign", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIGN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Sin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Sin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Sin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("SinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("SinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("SinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Sqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Sqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Sqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("SmoothStep", "Vector", "Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("SmoothStep", "Vector", "Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("SmoothStep", "Vector", "Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("SmoothStepS", "Vector", "Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_2D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("SmoothStepS", "Vector", "Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_3D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("SmoothStepS", "Vector", "Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_4D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Step", "Vector", "Functions", "VisualShaderNodeStep", TTR("Step function( vector(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Step", "Vector", "Functions", "VisualShaderNodeStep", TTR("Step function( vector(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("StepS", "Vector", "Functions", "VisualShaderNodeStep", TTR("Step function( scalar(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_2D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("StepS", "Vector", "Functions", "VisualShaderNodeStep", TTR("Step function( scalar(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_3D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("StepS", "Vector", "Functions", "VisualShaderNodeStep", TTR("Step function( scalar(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_4D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Sum", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'."), { VisualShaderNodeDerivativeFunc::FUNC_SUM, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true)); - add_options.push_back(AddOption("Sum", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'."), { VisualShaderNodeDerivativeFunc::FUNC_SUM, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true)); - add_options.push_back(AddOption("Sum", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'."), { VisualShaderNodeDerivativeFunc::FUNC_SUM, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true)); - add_options.push_back(AddOption("Tan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Tan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Tan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("TanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("TanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("TanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Trunc", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TRUNC, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Trunc", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TRUNC, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Trunc", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TRUNC, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - - add_options.push_back(AddOption("Add", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Adds 2D vector to 2D vector."), { VisualShaderNodeVectorOp::OP_ADD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Add", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Adds 3D vector to 3D vector."), { VisualShaderNodeVectorOp::OP_ADD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Add", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Adds 4D vector to 4D vector."), { VisualShaderNodeVectorOp::OP_ADD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Divide", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Divides 2D vector by 2D vector."), { VisualShaderNodeVectorOp::OP_DIV, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Divide", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Divides 3D vector by 3D vector."), { VisualShaderNodeVectorOp::OP_DIV, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Divide", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Divides 4D vector by 4D vector."), { VisualShaderNodeVectorOp::OP_DIV, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Multiply", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Multiplies 2D vector by 2D vector."), { VisualShaderNodeVectorOp::OP_MUL, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Multiply", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Multiplies 3D vector by 3D vector."), { VisualShaderNodeVectorOp::OP_MUL, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Multiply", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Multiplies 4D vector by 4D vector."), { VisualShaderNodeVectorOp::OP_MUL, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Remainder", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Returns the remainder of the two 2D vectors."), { VisualShaderNodeVectorOp::OP_MOD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Remainder", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Returns the remainder of the two 3D vectors."), { VisualShaderNodeVectorOp::OP_MOD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Remainder", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Returns the remainder of the two 4D vectors."), { VisualShaderNodeVectorOp::OP_MOD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Subtract", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Subtracts 2D vector from 2D vector."), { VisualShaderNodeVectorOp::OP_SUB, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Subtract", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Subtracts 3D vector from 3D vector."), { VisualShaderNodeVectorOp::OP_SUB, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Subtract", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Subtracts 4D vector from 4D vector."), { VisualShaderNodeVectorOp::OP_SUB, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - - add_options.push_back(AddOption("Vector2Constant", "Vector", "Variables", "VisualShaderNodeVec2Constant", TTR("2D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Vector2Parameter", "Vector", "Variables", "VisualShaderNodeVec2Parameter", TTR("2D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Vector3Constant", "Vector", "Variables", "VisualShaderNodeVec3Constant", TTR("3D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Vector3Parameter", "Vector", "Variables", "VisualShaderNodeVec3Parameter", TTR("3D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D)); - add_options.push_back(AddOption("Vector4Constant", "Vector", "Variables", "VisualShaderNodeVec4Constant", TTR("4D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Vector4Parameter", "Vector", "Variables", "VisualShaderNodeVec4Parameter", TTR("4D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("VectorFunc", "Vector/Common", "VisualShaderNodeVectorFunc", TTR("Vector function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("VectorOp", "Vector/Common", "VisualShaderNodeVectorOp", TTR("Vector operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("VectorCompose", "Vector/Common", "VisualShaderNodeVectorCompose", TTR("Composes vector from scalars."))); + add_options.push_back(AddOption("VectorDecompose", "Vector/Common", "VisualShaderNodeVectorDecompose", TTR("Decomposes vector to scalars."))); + + add_options.push_back(AddOption("Vector2Compose", "Vector/Composition", "VisualShaderNodeVectorCompose", TTR("Composes 2D vector from two scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Vector2Decompose", "Vector/Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 2D vector to two scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_2D })); + add_options.push_back(AddOption("Vector3Compose", "Vector/Composition", "VisualShaderNodeVectorCompose", TTR("Composes 3D vector from three scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Vector3Decompose", "Vector/Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 3D vector to three scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_3D })); + add_options.push_back(AddOption("Vector4Compose", "Vector/Composition", "VisualShaderNodeVectorCompose", TTR("Composes 4D vector from four scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Vector4Decompose", "Vector/Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 4D vector to four scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_4D })); + + add_options.push_back(AddOption("Abs", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Abs", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Abs", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("ACos", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("ACos", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("ACos", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("ACosH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("ACosH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("ACosH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("ASin", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("ASin", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("ASin", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("ASinH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("ASinH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("ASinH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("ATan", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("ATan", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("ATan", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("ATan2", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("ATan2", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("ATan2", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("ATanH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("ATanH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("ATanH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Ceil", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_CEIL }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Ceil", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_CEIL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Ceil", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_CEIL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Clamp", "Vector/Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Clamp", "Vector/Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Clamp", "Vector/Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Cos", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Cos", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Cos", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("CosH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("CosH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("CosH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Cross", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Calculates the cross product of two vectors."), { VisualShaderNodeVectorOp::OP_CROSS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Degrees", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeVectorFunc::FUNC_DEGREES, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Degrees", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeVectorFunc::FUNC_DEGREES, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Degrees", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeVectorFunc::FUNC_DEGREES, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("DFdX", "Vector/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_X, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true)); + add_options.push_back(AddOption("DFdX", "Vector/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_X, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true)); + add_options.push_back(AddOption("DFdX", "Vector/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_X, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true)); + add_options.push_back(AddOption("DFdY", "Vector/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_Y, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true)); + add_options.push_back(AddOption("DFdY", "Vector/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_Y, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true)); + add_options.push_back(AddOption("DFdY", "Vector/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_Y, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true)); + add_options.push_back(AddOption("Distance2D", "Vector/Functions", "VisualShaderNodeVectorDistance", TTR("Returns the distance between two points."), { VisualShaderNodeVectorDistance::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Distance3D", "Vector/Functions", "VisualShaderNodeVectorDistance", TTR("Returns the distance between two points."), { VisualShaderNodeVectorDistance::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Distance4D", "Vector/Functions", "VisualShaderNodeVectorDistance", TTR("Returns the distance between two points."), { VisualShaderNodeVectorDistance::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Dot", "Vector/Functions", "VisualShaderNodeDotProduct", TTR("Calculates the dot product of two vectors."), {}, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Exp", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-e Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Exp", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-e Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Exp", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-e Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Exp2", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Exp2", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Exp2", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("FaceForward", "Vector/Functions", "VisualShaderNodeFaceForward", TTR("Returns the vector that points in the same direction as a reference vector. The function has three vector parameters : N, the vector to orient, I, the incident vector, and Nref, the reference vector. If the dot product of I and Nref is smaller than zero the return value is N. Otherwise -N is returned."), { VisualShaderNodeFaceForward::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("FaceForward", "Vector/Functions", "VisualShaderNodeFaceForward", TTR("Returns the vector that points in the same direction as a reference vector. The function has three vector parameters : N, the vector to orient, I, the incident vector, and Nref, the reference vector. If the dot product of I and Nref is smaller than zero the return value is N. Otherwise -N is returned."), { VisualShaderNodeFaceForward::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("FaceForward", "Vector/Functions", "VisualShaderNodeFaceForward", TTR("Returns the vector that points in the same direction as a reference vector. The function has three vector parameters : N, the vector to orient, I, the incident vector, and Nref, the reference vector. If the dot product of I and Nref is smaller than zero the return value is N. Otherwise -N is returned."), { VisualShaderNodeFaceForward::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Floor", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer less than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_FLOOR, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Floor", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer less than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_FLOOR, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Floor", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer less than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_FLOOR, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Fract", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeVectorFunc::FUNC_FRACT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Fract", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeVectorFunc::FUNC_FRACT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Fract", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeVectorFunc::FUNC_FRACT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Fresnel", "Vector/Functions", "VisualShaderNodeFresnel", TTR("Returns falloff based on the dot product of surface normal and view direction of camera (pass associated inputs to it)."), {}, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("InverseSqrt", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse of the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_INVERSE_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("InverseSqrt", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse of the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_INVERSE_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("InverseSqrt", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse of the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_INVERSE_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Length2D", "Vector/Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), { VisualShaderNodeVectorLen::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Length3D", "Vector/Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), { VisualShaderNodeVectorLen::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Length4D", "Vector/Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), { VisualShaderNodeVectorLen::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_SCALAR)); + add_options.push_back(AddOption("Log", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Natural logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Log", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Natural logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Log", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Natural logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Log2", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Log2", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Log2", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Max", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), { VisualShaderNodeVectorOp::OP_MAX, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Max", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), { VisualShaderNodeVectorOp::OP_MAX, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Max", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), { VisualShaderNodeVectorOp::OP_MAX, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Min", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), { VisualShaderNodeVectorOp::OP_MIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Min", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), { VisualShaderNodeVectorOp::OP_MIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Min", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), { VisualShaderNodeVectorOp::OP_MIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Mix", "Vector/Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors."), { VisualShaderNodeMix::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Mix", "Vector/Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors."), { VisualShaderNodeMix::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Mix", "Vector/Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors."), { VisualShaderNodeMix::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("MixS", "Vector/Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors using scalar."), { VisualShaderNodeMix::OP_TYPE_VECTOR_2D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("MixS", "Vector/Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors using scalar."), { VisualShaderNodeMix::OP_TYPE_VECTOR_3D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("MixS", "Vector/Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors using scalar."), { VisualShaderNodeMix::OP_TYPE_VECTOR_4D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("MultiplyAdd", "Vector/Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("MultiplyAdd", "Vector/Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("MultiplyAdd", "Vector/Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Negate", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Negate", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Negate", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Normalize", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), { VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Normalize", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), { VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Normalize", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), { VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("OneMinus", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("OneMinus", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("OneMinus", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Pow", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the value of the first parameter raised to the power of the second."), { VisualShaderNodeVectorOp::OP_POW, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Pow", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the value of the first parameter raised to the power of the second."), { VisualShaderNodeVectorOp::OP_POW, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Pow", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the value of the first parameter raised to the power of the second."), { VisualShaderNodeVectorOp::OP_POW, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Radians", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Radians", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Radians", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Reciprocal", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), { VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Reciprocal", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), { VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Reciprocal", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), { VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Reflect", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the vector that points in the direction of reflection ( a : incident vector, b : normal vector )."), { VisualShaderNodeVectorOp::OP_REFLECT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Reflect", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the vector that points in the direction of reflection ( a : incident vector, b : normal vector )."), { VisualShaderNodeVectorOp::OP_REFLECT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Reflect", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the vector that points in the direction of reflection ( a : incident vector, b : normal vector )."), { VisualShaderNodeVectorOp::OP_REFLECT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Refract", "Vector/Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Refract", "Vector/Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Refract", "Vector/Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Round", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Round", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Round", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("RoundEven", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest even integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUNDEVEN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("RoundEven", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest even integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUNDEVEN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("RoundEven", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest even integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUNDEVEN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Saturate", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Clamps the value between 0.0 and 1.0."), { VisualShaderNodeVectorFunc::FUNC_SATURATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Saturate", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Clamps the value between 0.0 and 1.0."), { VisualShaderNodeVectorFunc::FUNC_SATURATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Saturate", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Clamps the value between 0.0 and 1.0."), { VisualShaderNodeVectorFunc::FUNC_SATURATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Sign", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIGN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Sign", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIGN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Sign", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIGN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Sin", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Sin", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Sin", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("SinH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("SinH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("SinH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Sqrt", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Sqrt", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Sqrt", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("SmoothStep", "Vector/Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("SmoothStep", "Vector/Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("SmoothStep", "Vector/Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("SmoothStepS", "Vector/Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_2D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("SmoothStepS", "Vector/Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_3D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("SmoothStepS", "Vector/Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_4D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Step", "Vector/Functions", "VisualShaderNodeStep", TTR("Step function( vector(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Step", "Vector/Functions", "VisualShaderNodeStep", TTR("Step function( vector(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("StepS", "Vector/Functions", "VisualShaderNodeStep", TTR("Step function( scalar(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_2D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("StepS", "Vector/Functions", "VisualShaderNodeStep", TTR("Step function( scalar(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_3D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("StepS", "Vector/Functions", "VisualShaderNodeStep", TTR("Step function( scalar(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_4D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Sum", "Vector/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'."), { VisualShaderNodeDerivativeFunc::FUNC_SUM, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true)); + add_options.push_back(AddOption("Sum", "Vector/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'."), { VisualShaderNodeDerivativeFunc::FUNC_SUM, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true)); + add_options.push_back(AddOption("Sum", "Vector/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'."), { VisualShaderNodeDerivativeFunc::FUNC_SUM, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true)); + add_options.push_back(AddOption("Tan", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Tan", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Tan", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("TanH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("TanH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("TanH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Trunc", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TRUNC, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Trunc", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TRUNC, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Trunc", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TRUNC, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + + add_options.push_back(AddOption("Add", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Adds 2D vector to 2D vector."), { VisualShaderNodeVectorOp::OP_ADD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Add", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Adds 3D vector to 3D vector."), { VisualShaderNodeVectorOp::OP_ADD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Add", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Adds 4D vector to 4D vector."), { VisualShaderNodeVectorOp::OP_ADD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Divide", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Divides 2D vector by 2D vector."), { VisualShaderNodeVectorOp::OP_DIV, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Divide", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Divides 3D vector by 3D vector."), { VisualShaderNodeVectorOp::OP_DIV, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Divide", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Divides 4D vector by 4D vector."), { VisualShaderNodeVectorOp::OP_DIV, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Multiply", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Multiplies 2D vector by 2D vector."), { VisualShaderNodeVectorOp::OP_MUL, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Multiply", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Multiplies 3D vector by 3D vector."), { VisualShaderNodeVectorOp::OP_MUL, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Multiply", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Multiplies 4D vector by 4D vector."), { VisualShaderNodeVectorOp::OP_MUL, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Remainder", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Returns the remainder of the two 2D vectors."), { VisualShaderNodeVectorOp::OP_MOD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Remainder", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Returns the remainder of the two 3D vectors."), { VisualShaderNodeVectorOp::OP_MOD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Remainder", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Returns the remainder of the two 4D vectors."), { VisualShaderNodeVectorOp::OP_MOD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Subtract", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Subtracts 2D vector from 2D vector."), { VisualShaderNodeVectorOp::OP_SUB, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Subtract", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Subtracts 3D vector from 3D vector."), { VisualShaderNodeVectorOp::OP_SUB, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Subtract", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Subtracts 4D vector from 4D vector."), { VisualShaderNodeVectorOp::OP_SUB, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + + add_options.push_back(AddOption("Vector2Constant", "Vector/Variables", "VisualShaderNodeVec2Constant", TTR("2D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Vector2Parameter", "Vector/Variables", "VisualShaderNodeVec2Parameter", TTR("2D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Vector3Constant", "Vector/Variables", "VisualShaderNodeVec3Constant", TTR("3D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Vector3Parameter", "Vector/Variables", "VisualShaderNodeVec3Parameter", TTR("3D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Vector4Constant", "Vector/Variables", "VisualShaderNodeVec4Constant", TTR("4D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Vector4Parameter", "Vector/Variables", "VisualShaderNodeVec4Parameter", TTR("4D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D)); // SPECIAL - add_options.push_back(AddOption("Comment", "Special", "", "VisualShaderNodeComment", TTR("A rectangular area with a description string for better graph organization."))); - add_options.push_back(AddOption("Expression", "Special", "", "VisualShaderNodeExpression", TTR("Custom Godot Shader Language expression, with custom amount of input and output ports. This is a direct injection of code into the vertex/fragment/light function, do not use it to write the function declarations inside."))); - add_options.push_back(AddOption("GlobalExpression", "Special", "", "VisualShaderNodeGlobalExpression", TTR("Custom Godot Shader Language expression, which is placed on top of the resulted shader. You can place various function definitions inside and call it later in the Expressions. You can also declare varyings, parameters and constants."))); - add_options.push_back(AddOption("ParameterRef", "Special", "", "VisualShaderNodeParameterRef", TTR("A reference to an existing parameter."))); - add_options.push_back(AddOption("VaryingGetter", "Special", "", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("VaryingSetter", "Special", "", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("VaryingGetter", "Special", "", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("VaryingSetter", "Special", "", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Comment", "Special", "VisualShaderNodeComment", TTR("A rectangular area with a description string for better graph organization."))); + add_options.push_back(AddOption("Expression", "Special", "VisualShaderNodeExpression", TTR("Custom Godot Shader Language expression, with custom amount of input and output ports. This is a direct injection of code into the vertex/fragment/light function, do not use it to write the function declarations inside."))); + add_options.push_back(AddOption("GlobalExpression", "Special", "VisualShaderNodeGlobalExpression", TTR("Custom Godot Shader Language expression, which is placed on top of the resulted shader. You can place various function definitions inside and call it later in the Expressions. You can also declare varyings, parameters and constants."))); + add_options.push_back(AddOption("ParameterRef", "Special", "VisualShaderNodeParameterRef", TTR("A reference to an existing parameter."))); + add_options.push_back(AddOption("VaryingGetter", "Special", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("VaryingSetter", "Special", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("VaryingGetter", "Special", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("VaryingSetter", "Special", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); custom_node_option_idx = add_options.size(); @@ -5693,7 +5693,7 @@ VisualShaderEditor::VisualShaderEditor() { graph_plugin->set_editor(this); property_editor_popup = memnew(PopupPanel); - property_editor_popup->set_min_size(Size2i(180, 0) * EDSCALE); + property_editor_popup->set_min_size(Size2(180, 0) * EDSCALE); add_child(property_editor_popup); edited_property_holder.instantiate(); diff --git a/editor/plugins/visual_shader_editor_plugin.h b/editor/plugins/visual_shader_editor_plugin.h index 869e00ca5d..f7e033d753 100644 --- a/editor/plugins/visual_shader_editor_plugin.h +++ b/editor/plugins/visual_shader_editor_plugin.h @@ -312,10 +312,10 @@ class VisualShaderEditor : public VBoxContainer { bool is_custom = false; int temp_idx = 0; - 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(), const Vector<Variant> &p_ops = Vector<Variant>(), int p_return_type = -1, int p_mode = -1, int p_func = -1, bool p_highend = false) { + AddOption(const String &p_name = String(), const String &p_category = String(), const String &p_type = String(), const String &p_description = String(), const Vector<Variant> &p_ops = Vector<Variant>(), int p_return_type = -1, int p_mode = -1, int p_func = -1, bool p_highend = false) { name = p_name; type = p_type; - category = p_category + "/" + p_sub_category; + category = p_category; description = p_description; ops = p_ops; return_type = p_return_type; |