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Diffstat (limited to 'scene/resources/visual_shader.cpp')
-rw-r--r--scene/resources/visual_shader.cpp27
1 files changed, 26 insertions, 1 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index 5ac1ad935e..f37b1a3e8e 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -152,6 +152,14 @@ bool VisualShaderNode::is_use_prop_slots() const {
return false;
}
+bool VisualShaderNode::is_disabled() const {
+ return disabled;
+}
+
+void VisualShaderNode::set_disabled(bool p_disabled) {
+ disabled = p_disabled;
+}
+
Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
return Vector<VisualShader::DefaultTextureParam>();
}
@@ -1260,6 +1268,12 @@ void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBuilder &global_code_per_node, Map<Type, StringBuilder> &global_code_per_func, StringBuilder &code, Vector<VisualShader::DefaultTextureParam> &def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &output_connections, int node, Set<int> &processed, bool for_preview, Set<StringName> &r_classes) const {
const Ref<VisualShaderNode> vsnode = graph[type].nodes[node].node;
+ if (vsnode->is_disabled()) {
+ code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
+ code += "\t// Node is disabled and code is not generated.\n";
+ return OK;
+ }
+
//check inputs recursively first
int input_count = vsnode->get_input_port_count();
for (int i = 0; i < input_count; i++) {
@@ -1328,6 +1342,11 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
if (input_connections.has(ck)) {
//connected to something, use that output
int from_node = input_connections[ck]->get().from_node;
+
+ if (graph[type].nodes[from_node].node->is_disabled()) {
+ continue;
+ }
+
int from_port = input_connections[ck]->get().from_port;
VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i);
@@ -2531,6 +2550,8 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_view_matrix", "MODELVIEW_MATRIX" },
+
// Spatial, Fragment
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
@@ -2670,9 +2691,13 @@ String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
}
bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
+ if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_VERTEX) {
+ String name = get_input_port_name(p_index);
+ return bool(name == "Model View Matrix");
+ }
if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
String name = get_input_port_name(p_index);
- return (name == "Normal" || name == "Rim" || name == "Alpha Scissor Threshold");
+ return bool(name == "Normal" || name == "Rim" || name == "Alpha Scissor Threshold");
}
return false;
}