diff options
Diffstat (limited to 'scene/resources/visual_shader.cpp')
-rw-r--r-- | scene/resources/visual_shader.cpp | 18 |
1 files changed, 18 insertions, 0 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index 2e2077d811..72724d5ee1 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -33,6 +33,7 @@ #include "core/templates/vmap.h" #include "servers/rendering/shader_types.h" #include "visual_shader_nodes.h" +#include "visual_shader_sdf_nodes.h" bool VisualShaderNode::is_simple_decl() const { return simple_decl; @@ -486,6 +487,22 @@ void VisualShader::remove_node(Type p_type, int p_id) { _queue_update(); } +void VisualShader::replace_node(Type p_type, int p_id, const StringName &p_new_class) { + ERR_FAIL_INDEX(p_type, TYPE_MAX); + ERR_FAIL_COND(p_id < 2); + Graph *g = &graph[p_type]; + ERR_FAIL_COND(!g->nodes.has(p_id)); + + if (g->nodes[p_id].node->get_class_name() == p_new_class) { + return; + } + VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instance(p_new_class)); + vsn->connect("changed", callable_mp(this, &VisualShader::_queue_update)); + g->nodes[p_id].node = Ref<VisualShaderNode>(vsn); + + _queue_update(); +} + bool VisualShader::is_node_connection(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const { ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false); const Graph *g = &graph[p_type]; @@ -1605,6 +1622,7 @@ void VisualShader::_bind_methods() { ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id); ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node); + ClassDB::bind_method(D_METHOD("replace_node", "type", "id", "new_class"), &VisualShader::replace_node); ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection); ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::can_connect_nodes); |