diff options
Diffstat (limited to 'scene/resources/visual_shader.cpp')
-rw-r--r-- | scene/resources/visual_shader.cpp | 43 |
1 files changed, 43 insertions, 0 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index 18bb0ff01d..a1a23124a3 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -910,6 +910,48 @@ void VisualShader::replace_node(Type p_type, int p_id, const StringName &p_new_c return; } VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(p_new_class)); + VisualShaderNode *prev_vsn = g->nodes[p_id].node.ptr(); + + // Update connection data. + for (int i = 0; i < vsn->get_output_port_count(); i++) { + if (i < prev_vsn->get_output_port_count()) { + if (prev_vsn->is_output_port_connected(i)) { + vsn->set_output_port_connected(i, true); + } + + if (prev_vsn->is_output_port_expandable(i) && prev_vsn->_is_output_port_expanded(i) && vsn->is_output_port_expandable(i)) { + vsn->_set_output_port_expanded(i, true); + + int component_count = 0; + switch (prev_vsn->get_output_port_type(i)) { + case VisualShaderNode::PORT_TYPE_VECTOR_2D: + component_count = 2; + break; + case VisualShaderNode::PORT_TYPE_VECTOR_3D: + component_count = 3; + break; + case VisualShaderNode::PORT_TYPE_VECTOR_4D: + component_count = 4; + break; + default: + break; + } + + for (int j = 0; j < component_count; j++) { + int sub_port = i + 1 + j; + + if (prev_vsn->is_output_port_connected(sub_port)) { + vsn->set_output_port_connected(sub_port, true); + } + } + + i += component_count; + } + } else { + break; + } + } + vsn->connect("changed", callable_mp(this, &VisualShader::_queue_update)); g->nodes[p_id].node = Ref<VisualShaderNode>(vsn); @@ -2884,6 +2926,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "quarter_res_color", "QUARTER_RES_COLOR" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" }, + { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "sky_coords", "SKY_COORDS" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, |