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-rw-r--r--editor/SCsub5
-rw-r--r--editor/editor_builders.py17
-rw-r--r--editor/icons/editor_icons_builders.py3
-rw-r--r--editor/plugins/visual_shader_editor_plugin.cpp32
-rw-r--r--editor/project_settings_editor.h6
5 files changed, 47 insertions, 16 deletions
diff --git a/editor/SCsub b/editor/SCsub
index 6e8679b770..61562d70d3 100644
--- a/editor/SCsub
+++ b/editor/SCsub
@@ -7,13 +7,12 @@ env.editor_sources = []
import os
import os.path
from platform_methods import run_in_subprocess
-from compat import open_utf8
import editor_builders
def _make_doc_data_class_path(to_path):
# NOTE: It is safe to generate this file here, since this is still executed serially
- g = open_utf8(os.path.join(to_path, "doc_data_class_path.gen.h"), "w")
+ g = open(os.path.join(to_path, "doc_data_class_path.gen.h"), "w", encoding="utf-8")
g.write("static const int _doc_data_class_path_count = " + str(len(env.doc_class_path)) + ";\n")
g.write("struct _DocDataClassPath { const char* name; const char* path; };\n")
@@ -37,7 +36,7 @@ if env['tools']:
reg_exporters += '}\n'
# NOTE: It is safe to generate this file here, since this is still executed serially
- with open_utf8("register_exporters.gen.cpp", "w") as f:
+ with open("register_exporters.gen.cpp", "w", encoding="utf-8") as f:
f.write(reg_exporters_inc)
f.write(reg_exporters)
diff --git a/editor/editor_builders.py b/editor/editor_builders.py
index e8c23acf9e..44c3e50dfc 100644
--- a/editor/editor_builders.py
+++ b/editor/editor_builders.py
@@ -6,24 +6,23 @@ All such functions are invoked in a subprocess on Windows to prevent build flaki
import os
import os.path
from platform_methods import subprocess_main
-from compat import encode_utf8, byte_to_str, open_utf8
def make_doc_header(target, source, env):
dst = target[0]
- g = open_utf8(dst, "w")
+ g = open(dst, "w", encoding="utf-8")
buf = ""
docbegin = ""
docend = ""
for src in source:
if not src.endswith(".xml"):
continue
- with open_utf8(src, "r") as f:
+ with open(src, "r", encoding="utf-8") as f:
content = f.read()
buf += content
- buf = encode_utf8(docbegin + buf + docend)
+ buf = (docbegin + buf + docend).encode("utf-8")
decomp_size = len(buf)
import zlib
buf = zlib.compress(buf)
@@ -35,7 +34,7 @@ def make_doc_header(target, source, env):
g.write("static const int _doc_data_uncompressed_size = " + str(decomp_size) + ";\n")
g.write("static const unsigned char _doc_data_compressed[] = {\n")
for i in range(len(buf)):
- g.write("\t" + byte_to_str(buf[i]) + ",\n")
+ g.write("\t" + str(buf[i]) + ",\n")
g.write("};\n")
g.write("#endif")
@@ -47,7 +46,7 @@ def make_fonts_header(target, source, env):
dst = target[0]
- g = open_utf8(dst, "w")
+ g = open(dst, "w", encoding="utf-8")
g.write("/* THIS FILE IS GENERATED DO NOT EDIT */\n")
g.write("#ifndef _EDITOR_FONTS_H\n")
@@ -64,7 +63,7 @@ def make_fonts_header(target, source, env):
g.write("static const int _font_" + name + "_size = " + str(len(buf)) + ";\n")
g.write("static const unsigned char _font_" + name + "[] = {\n")
for j in range(len(buf)):
- g.write("\t" + byte_to_str(buf[j]) + ",\n")
+ g.write("\t" + str(buf[j]) + ",\n")
g.write("};\n")
@@ -77,7 +76,7 @@ def make_translations_header(target, source, env, category):
dst = target[0]
- g = open_utf8(dst, "w")
+ g = open(dst, "w", encoding="utf-8")
g.write("/* THIS FILE IS GENERATED DO NOT EDIT */\n")
g.write("#ifndef _{}_TRANSLATIONS_H\n".format(category.upper()))
@@ -98,7 +97,7 @@ def make_translations_header(target, source, env, category):
g.write("static const unsigned char _{}_translation_{}_compressed[] = {{\n".format(category, name))
for j in range(len(buf)):
- g.write("\t" + byte_to_str(buf[j]) + ",\n")
+ g.write("\t" + str(buf[j]) + ",\n")
g.write("};\n")
diff --git a/editor/icons/editor_icons_builders.py b/editor/icons/editor_icons_builders.py
index ea2c2e57d1..a00f21c265 100644
--- a/editor/icons/editor_icons_builders.py
+++ b/editor/icons/editor_icons_builders.py
@@ -3,9 +3,10 @@
All such functions are invoked in a subprocess on Windows to prevent build flakiness.
"""
+
import os
+from io import StringIO
from platform_methods import subprocess_main
-from compat import StringIO
def make_editor_icons_action(target, source, env):
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp
index 9100e28352..a10e1c1d2c 100644
--- a/editor/plugins/visual_shader_editor_plugin.cpp
+++ b/editor/plugins/visual_shader_editor_plugin.cpp
@@ -2669,6 +2669,38 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("Transform", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "transform"), "transform", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Velocity", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "velocity"), "velocity", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
+ // SKY INPUTS
+
+ add_options.push_back(AddOption("AtCubeMapPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "at_cubemap_pass"), "at_cubemap_pass", VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("AtHalfResPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "at_half_res_pass"), "at_half_res_pass", VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("AtQuarterResPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "at_quarter_res_pass"), "at_quarter_res_pass", VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("EyeDir", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "eyedir"), "eyedir", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("HalfResColor", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "half_res_color"), "half_res_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("HalfResAlpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "half_res_alpha"), "half_res_alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("Light0Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light0_color"), "light0_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("Light0Direction", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light0_direction"), "light0_direction", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("Light0Enabled", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light0_enabled"), "light0_enabled", VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("Light0Energy", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light0_energy"), "light0_energy", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("Light1Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light1_color"), "light1_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("Light1Direction", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light1_direction"), "light1_direction", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("Light1Enabled", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light1_enabled"), "light1_enabled", VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("Light1Energy", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light1_energy"), "light1_energy", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("Light2Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light2_color"), "light2_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("Light2Direction", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light2_direction"), "light2_direction", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("Light2Enabled", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light2_enabled"), "light2_enabled", VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("Light2Energy", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light2_energy"), "light2_energy", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("Light3Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light3_color"), "light3_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("Light3Direction", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light3_direction"), "light3_direction", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("Light3Enabled", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light3_enabled"), "light3_enabled", VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("Light3Energy", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light3_energy"), "light3_energy", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("Position", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "position"), "position", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("QuarterResColor", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "quarter_res_color"), "quarter_res_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("QuarterResAlpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "quarter_res_alpha"), "quarter_res_alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("Radiance", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "radiance"), "radiance", VisualShaderNode::PORT_TYPE_SAMPLER, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("SkyCoords", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "sky_coords"), "sky_coords", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+ add_options.push_back(AddOption("Time", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY));
+
// SCALAR
add_options.push_back(AddOption("FloatFunc", "Scalar", "Common", "VisualShaderNodeFloatFunc", TTR("Float function."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
diff --git a/editor/project_settings_editor.h b/editor/project_settings_editor.h
index 52e7612acd..2cecb13198 100644
--- a/editor/project_settings_editor.h
+++ b/editor/project_settings_editor.h
@@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef PROJECT_SETTINGS_H
-#define PROJECT_SETTINGS_H
+#ifndef PROJECT_SETTINGS_EDITOR_H
+#define PROJECT_SETTINGS_EDITOR_H
#include "core/undo_redo.h"
#include "editor/editor_autoload_settings.h"
@@ -204,4 +204,4 @@ public:
ProjectSettingsEditor(EditorData *p_data);
};
-#endif // PROJECT_SETTINGS_H
+#endif // PROJECT_SETTINGS_EDITOR_H