diff options
Diffstat (limited to 'editor')
-rw-r--r-- | editor/SCsub | 5 | ||||
-rw-r--r-- | editor/editor_builders.py | 17 | ||||
-rw-r--r-- | editor/icons/editor_icons_builders.py | 3 | ||||
-rw-r--r-- | editor/plugins/visual_shader_editor_plugin.cpp | 32 | ||||
-rw-r--r-- | editor/project_settings_editor.h | 6 |
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 |