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-rw-r--r--scene/resources/visual_shader.cpp34
1 files changed, 26 insertions, 8 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index 34129e35da..72724d5ee1 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -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);
@@ -2359,8 +2377,8 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao", "AO" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal_map", "NORMAL_MAP" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim", "RIM" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim_tint", "RIM_TINT" },
@@ -2386,8 +2404,8 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal_map", "NORMAL_MAP" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" },
// Canvas Item, Light
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
@@ -3124,7 +3142,7 @@ String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShad
_expression = _expression.replace("\n", "\n\t\t");
static Vector<String> pre_symbols;
- if (pre_symbols.empty()) {
+ if (pre_symbols.is_empty()) {
pre_symbols.push_back("\t");
pre_symbols.push_back(",");
pre_symbols.push_back(";");
@@ -3144,7 +3162,7 @@ String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShad
}
static Vector<String> post_symbols;
- if (post_symbols.empty()) {
+ if (post_symbols.is_empty()) {
post_symbols.push_back("\t");
post_symbols.push_back("\n");
post_symbols.push_back(",");