diff options
Diffstat (limited to 'scene/resources/visual_shader.cpp')
-rw-r--r-- | scene/resources/visual_shader.cpp | 27 |
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; } |