diff options
Diffstat (limited to 'scene/resources/visual_shader.cpp')
-rw-r--r-- | scene/resources/visual_shader.cpp | 19 |
1 files changed, 16 insertions, 3 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index bfcf5cb137..3a6d40d22c 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -427,7 +427,10 @@ void VisualShaderNodeCustom::update_ports() { if (!GDVIRTUAL_CALL(_get_input_port_name, i, port.name)) { port.name = "in" + itos(i); } - if (!GDVIRTUAL_CALL(_get_input_port_type, i, port.type)) { + PortType port_type; + if (GDVIRTUAL_CALL(_get_input_port_type, i, port_type)) { + port.type = (int)port_type; + } else { port.type = (int)PortType::PORT_TYPE_SCALAR; } @@ -445,7 +448,10 @@ void VisualShaderNodeCustom::update_ports() { if (!GDVIRTUAL_CALL(_get_output_port_name, i, port.name)) { port.name = "out" + itos(i); } - if (!GDVIRTUAL_CALL(_get_output_port_type, i, port.type)) { + PortType port_type; + if (GDVIRTUAL_CALL(_get_output_port_type, i, port_type)) { + port.type = (int)port_type; + } else { port.type = (int)PortType::PORT_TYPE_SCALAR; } @@ -809,6 +815,8 @@ void VisualShader::remove_node(Type p_type, int p_id) { if (E->get().from_node == p_id) { g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id); g->nodes[E->get().to_node].node->set_input_port_connected(E->get().to_port, false); + } else if (E->get().to_node == p_id) { + g->nodes[E->get().from_node].next_connected_nodes.erase(p_id); } } E = N; @@ -975,6 +983,7 @@ void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from c.to_node = p_to_node; c.to_port = p_to_port; g->connections.push_back(c); + g->nodes[p_from_node].next_connected_nodes.push_back(p_to_node); g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node); g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true); g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true); @@ -1008,6 +1017,7 @@ Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, c.to_node = p_to_node; c.to_port = p_to_port; g->connections.push_back(c); + g->nodes[p_from_node].next_connected_nodes.push_back(p_to_node); g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node); g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true); g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true); @@ -1023,6 +1033,7 @@ void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_por for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) { if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) { g->connections.erase(E); + g->nodes[p_from_node].next_connected_nodes.erase(p_to_node); g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node); g->nodes[p_from_node].node->set_output_port_connected(p_from_port, false); g->nodes[p_to_node].node->set_input_port_connected(p_to_port, false); @@ -2702,6 +2713,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eye_offset", "EYE_OFFSET" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" }, @@ -2736,6 +2748,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eye_offset", "EYE_OFFSET" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" }, @@ -2936,7 +2949,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "world_position", "WORLD_POSITION" }, { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "object_position", "OBJECT_POSITION" }, { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "uvw", "UVW" }, - { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "extents", "EXTENTS" }, + { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "size", "SIZE" }, { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "sdf", "SDF" }, { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, |