/*************************************************************************/ /* visual_shader_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef VISUAL_SHADER_EDITOR_PLUGIN_H #define VISUAL_SHADER_EDITOR_PLUGIN_H #include "editor/editor_plugin.h" #include "editor/plugins/curve_editor_plugin.h" #include "editor/property_editor.h" #include "scene/gui/button.h" #include "scene/gui/code_edit.h" #include "scene/gui/graph_edit.h" #include "scene/gui/popup.h" #include "scene/gui/rich_text_label.h" #include "scene/gui/tree.h" #include "scene/resources/visual_shader.h" class VisualShaderNodePlugin : public RefCounted { GDCLASS(VisualShaderNodePlugin, RefCounted); protected: static void _bind_methods(); GDVIRTUAL2RC(Object *, _create_editor, RES, Ref) public: virtual Control *create_editor(const Ref &p_parent_resource, const Ref &p_node); }; class VisualShaderGraphPlugin : public RefCounted { GDCLASS(VisualShaderGraphPlugin, RefCounted); private: struct InputPort { Button *default_input_button = nullptr; }; struct Port { TextureButton *preview_button = nullptr; }; struct Link { VisualShader::Type type = VisualShader::Type::TYPE_MAX; VisualShaderNode *visual_node = nullptr; GraphNode *graph_node = nullptr; bool preview_visible = false; int preview_pos = 0; Map input_ports; Map output_ports; VBoxContainer *preview_box = nullptr; LineEdit *uniform_name = nullptr; CodeEdit *expression_edit = nullptr; CurveEditor *curve_editors[3] = { nullptr, nullptr, nullptr }; }; Ref visual_shader; Map links; List connections; bool dirty = false; Color vector_expanded_color[4]; protected: static void _bind_methods(); public: void register_shader(VisualShader *p_visual_shader); void set_connections(const List &p_connections); void register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node); void register_output_port(int p_id, int p_port, TextureButton *p_button); void register_uniform_name(int p_id, LineEdit *p_uniform_name); void register_default_input_button(int p_node_id, int p_port_id, Button *p_button); void register_expression_edit(int p_node_id, CodeEdit *p_expression_edit); void register_curve_editor(int p_node_id, int p_index, CurveEditor *p_curve_editor); void clear_links(); void set_shader_type(VisualShader::Type p_type); bool is_preview_visible(int p_id) const; bool is_dirty() const; void make_dirty(bool p_enabled); void update_node(VisualShader::Type p_type, int p_id); void update_node_deferred(VisualShader::Type p_type, int p_node_id); void add_node(VisualShader::Type p_type, int p_id); void remove_node(VisualShader::Type p_type, int p_id); void connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port); void disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port); void show_port_preview(VisualShader::Type p_type, int p_node_id, int p_port_id); void set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position); void refresh_node_ports(VisualShader::Type p_type, int p_node); void set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, Variant p_value); void update_uniform_refs(); void set_uniform_name(VisualShader::Type p_type, int p_node_id, const String &p_name); void update_curve(int p_node_id); void update_curve_xyz(int p_node_id); void set_expression(VisualShader::Type p_type, int p_node_id, const String &p_expression); int get_constant_index(float p_constant) const; void update_node_size(int p_node_id); void update_theme(); VisualShader::Type get_shader_type() const; VisualShaderGraphPlugin(); ~VisualShaderGraphPlugin(); }; class VisualShaderEditor : public VBoxContainer { GDCLASS(VisualShaderEditor, VBoxContainer); friend class VisualShaderGraphPlugin; CustomPropertyEditor *property_editor = nullptr; int editing_node = -1; int editing_port = -1; Ref visual_shader; GraphEdit *graph = nullptr; Button *add_node = nullptr; Button *varying_button = nullptr; PopupMenu *varying_options = nullptr; Button *preview_shader = nullptr; OptionButton *edit_type = nullptr; OptionButton *edit_type_standard = nullptr; OptionButton *edit_type_particles = nullptr; OptionButton *edit_type_sky = nullptr; OptionButton *edit_type_fog = nullptr; CheckBox *custom_mode_box = nullptr; bool custom_mode_enabled = false; bool pending_update_preview = false; bool shader_error = false; Window *preview_window = nullptr; VBoxContainer *preview_vbox = nullptr; CodeEdit *preview_text = nullptr; Ref syntax_highlighter = nullptr; PanelContainer *error_panel = nullptr; Label *error_label = nullptr; UndoRedo *undo_redo = nullptr; Point2 saved_node_pos; bool saved_node_pos_dirty = false; ConfirmationDialog *members_dialog = nullptr; VisualShaderNode::PortType members_input_port_type = VisualShaderNode::PORT_TYPE_MAX; VisualShaderNode::PortType members_output_port_type = VisualShaderNode::PORT_TYPE_MAX; PopupMenu *popup_menu = nullptr; PopupMenu *constants_submenu = nullptr; MenuButton *tools = nullptr; ConfirmationDialog *add_varying_dialog = nullptr; OptionButton *varying_type = nullptr; LineEdit *varying_name = nullptr; OptionButton *varying_mode = nullptr; Label *varying_error_label = nullptr; ConfirmationDialog *remove_varying_dialog = nullptr; Tree *varyings = nullptr; PopupPanel *comment_title_change_popup = nullptr; LineEdit *comment_title_change_edit = nullptr; PopupPanel *comment_desc_change_popup = nullptr; TextEdit *comment_desc_change_edit = nullptr; bool preview_first = true; bool preview_showed = false; enum ShaderModeFlags { MODE_FLAGS_SPATIAL_CANVASITEM = 1, MODE_FLAGS_SKY = 2, MODE_FLAGS_PARTICLES = 4, MODE_FLAGS_FOG = 8, }; int mode = MODE_FLAGS_SPATIAL_CANVASITEM; enum TypeFlags { TYPE_FLAGS_VERTEX = 1, TYPE_FLAGS_FRAGMENT = 2, TYPE_FLAGS_LIGHT = 4, }; enum ParticlesTypeFlags { TYPE_FLAGS_EMIT = 1, TYPE_FLAGS_PROCESS = 2, TYPE_FLAGS_COLLIDE = 4, TYPE_FLAGS_EMIT_CUSTOM = 8, TYPE_FLAGS_PROCESS_CUSTOM = 16, }; enum SkyTypeFlags { TYPE_FLAGS_SKY = 1, }; enum FogTypeFlags { TYPE_FLAGS_FOG = 1, }; enum ToolsMenuOptions { EXPAND_ALL, COLLAPSE_ALL }; enum NodeMenuOptions { ADD, SEPARATOR, // ignore CUT, COPY, PASTE, DELETE, DUPLICATE, CLEAR_COPY_BUFFER, SEPARATOR2, // ignore FLOAT_CONSTANTS, CONVERT_CONSTANTS_TO_UNIFORMS, CONVERT_UNIFORMS_TO_CONSTANTS, SEPARATOR3, // ignore SET_COMMENT_TITLE, SET_COMMENT_DESCRIPTION, }; enum class VaryingMenuOptions { ADD, REMOVE, }; Tree *members = nullptr; AcceptDialog *alert = nullptr; LineEdit *node_filter = nullptr; RichTextLabel *node_desc = nullptr; Label *highend_label = nullptr; void _tools_menu_option(int p_idx); void _show_members_dialog(bool at_mouse_pos, VisualShaderNode::PortType p_input_port_type = VisualShaderNode::PORT_TYPE_MAX, VisualShaderNode::PortType p_output_port_type = VisualShaderNode::PORT_TYPE_MAX); void _show_varying_menu(); void _varying_menu_id_pressed(int p_idx); void _show_add_varying_dialog(); void _show_remove_varying_dialog(); void _update_nodes(); void _update_graph(); struct AddOption { String name; String category; String type; String description; Vector ops; Ref