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mirror of https://github.com/godotengine/godot.git synced 2025-11-05 12:10:55 +00:00

Merge pull request #71904 from Chaosus/vs_custom_nodes

Add handling of script creation/deletion for custom visual shader nodes
This commit is contained in:
Rémi Verschelde
2023-01-25 09:20:26 +01:00
6 changed files with 176 additions and 46 deletions

View File

@@ -40,6 +40,7 @@
#include "editor/editor_scale.h"
#include "editor/editor_settings.h"
#include "editor/editor_undo_redo_manager.h"
#include "editor/filesystem_dock.h"
#include "editor/inspector_dock.h"
#include "editor/plugins/curve_editor_plugin.h"
#include "editor/plugins/shader_editor_plugin.h"
@@ -1271,18 +1272,55 @@ Dictionary VisualShaderEditor::get_custom_node_data(Ref<VisualShaderNodeCustom>
return dict;
}
void VisualShaderEditor::update_custom_type(const Ref<Resource> &p_resource) {
Ref<Script> scr = Ref<Script>(p_resource.ptr());
if (scr.is_null() || scr->get_instance_base_type() != "VisualShaderNodeCustom") {
void VisualShaderEditor::_get_current_mode_limits(int &r_begin_type, int &r_end_type) const {
switch (visual_shader->get_mode()) {
case Shader::MODE_CANVAS_ITEM:
case Shader::MODE_SPATIAL: {
r_begin_type = 0;
r_end_type = 3;
} break;
case Shader::MODE_PARTICLES: {
r_begin_type = 3;
r_end_type = 5 + r_begin_type;
} break;
case Shader::MODE_SKY: {
r_begin_type = 8;
r_end_type = 1 + r_begin_type;
} break;
case Shader::MODE_FOG: {
r_begin_type = 9;
r_end_type = 1 + r_begin_type;
} break;
default: {
} break;
}
}
void VisualShaderEditor::_script_created(const Ref<Script> &p_script) {
if (p_script.is_null() || p_script->get_instance_base_type() != "VisualShaderNodeCustom") {
return;
}
Ref<VisualShaderNodeCustom> ref;
ref.instantiate();
ref->set_script(p_script);
Dictionary dict = get_custom_node_data(ref);
add_custom_type(dict["name"], dict["script"], dict["description"], dict["return_icon_type"], dict["category"], dict["highend"]);
_update_options_menu();
}
void VisualShaderEditor::_update_custom_script(const Ref<Script> &p_script) {
if (p_script.is_null() || p_script->get_instance_base_type() != "VisualShaderNodeCustom") {
return;
}
Ref<VisualShaderNodeCustom> ref;
ref.instantiate();
ref->set_script(scr);
ref->set_script(p_script);
if (!ref->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
for (int i = 0; i < add_options.size(); i++) {
if (add_options[i].is_custom && add_options[i].script == scr) {
if (add_options[i].is_custom && add_options[i].script == p_script) {
add_options.remove_at(i);
_update_options_menu();
// TODO: Make indication for the existed custom nodes with that script on graph to be disabled.
@@ -1296,8 +1334,8 @@ void VisualShaderEditor::update_custom_type(const Ref<Resource> &p_resource) {
bool found_type = false;
bool need_rebuild = false;
for (int i = 0; i < add_options.size(); i++) {
if (add_options[i].is_custom && add_options[i].script == scr) {
for (int i = custom_node_option_idx; i < add_options.size(); i++) {
if (add_options[i].script == p_script) {
found_type = true;
add_options.write[i].name = dict["name"];
@@ -1306,31 +1344,11 @@ void VisualShaderEditor::update_custom_type(const Ref<Resource> &p_resource) {
add_options.write[i].category = dict["category"];
add_options.write[i].highend = dict["highend"];
int max_type = 0;
int type_offset = 0;
switch (visual_shader->get_mode()) {
case Shader::MODE_CANVAS_ITEM:
case Shader::MODE_SPATIAL: {
max_type = 3;
} break;
case Shader::MODE_PARTICLES: {
max_type = 5;
type_offset = 3;
} break;
case Shader::MODE_SKY: {
max_type = 1;
type_offset = 8;
} break;
case Shader::MODE_FOG: {
max_type = 1;
type_offset = 9;
} break;
default: {
} break;
}
max_type = type_offset + max_type;
int begin_type = 0;
int end_type = 0;
_get_current_mode_limits(begin_type, end_type);
for (int t = type_offset; t < max_type; t++) {
for (int t = begin_type; t < end_type; t++) {
VisualShader::Type type = (VisualShader::Type)t;
Vector<int> nodes = visual_shader->get_node_list(type);
@@ -1339,28 +1357,27 @@ void VisualShaderEditor::update_custom_type(const Ref<Resource> &p_resource) {
List<VisualShader::Connection> custom_node_input_connections;
List<VisualShader::Connection> custom_node_output_connections;
for (const VisualShader::Connection &E : node_connections) {
int from = E.from_node;
int from_idx = E.from_port;
int from_port = E.from_port;
int to = E.to_node;
int to_idx = E.to_port;
int to_port = E.to_port;
if (graph_plugin->get_node_script(from) == scr) {
custom_node_output_connections.push_back({ from, from_idx, to, to_idx });
} else if (graph_plugin->get_node_script(to) == scr) {
custom_node_input_connections.push_back({ from, from_idx, to, to_idx });
if (graph_plugin->get_node_script(from) == p_script) {
custom_node_output_connections.push_back({ from, from_port, to, to_port });
} else if (graph_plugin->get_node_script(to) == p_script) {
custom_node_input_connections.push_back({ from, from_port, to, to_port });
}
}
for (int j = 0; j < nodes.size(); j++) {
int node_id = nodes[j];
for (int node_id : nodes) {
Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
if (vsnode.is_null()) {
continue;
}
Ref<VisualShaderNodeCustom> custom_node = Ref<VisualShaderNodeCustom>(vsnode.ptr());
if (custom_node.is_null() || custom_node->get_script() != scr) {
if (custom_node.is_null() || custom_node->get_script() != p_script) {
continue;
}
need_rebuild = true;
@@ -1429,6 +1446,89 @@ void VisualShaderEditor::update_custom_type(const Ref<Resource> &p_resource) {
}
}
void VisualShaderEditor::_resource_saved(const Ref<Resource> &p_resource) {
_update_custom_script(Ref<Script>(p_resource.ptr()));
}
void VisualShaderEditor::_resources_removed() {
bool has_any_instance = false;
for (const Ref<Script> &scr : custom_scripts_to_delete) {
for (int i = custom_node_option_idx; i < add_options.size(); i++) {
if (add_options[i].script == scr) {
add_options.remove_at(i);
// Removes all node instances using that script from the graph.
{
int begin_type = 0;
int end_type = 0;
_get_current_mode_limits(begin_type, end_type);
for (int t = begin_type; t < end_type; t++) {
VisualShader::Type type = (VisualShader::Type)t;
List<VisualShader::Connection> node_connections;
visual_shader->get_node_connections(type, &node_connections);
for (const VisualShader::Connection &E : node_connections) {
int from = E.from_node;
int from_port = E.from_port;
int to = E.to_node;
int to_port = E.to_port;
if (graph_plugin->get_node_script(from) == scr || graph_plugin->get_node_script(to) == scr) {
visual_shader->disconnect_nodes(type, from, from_port, to, to_port);
graph_plugin->disconnect_nodes(type, from, from_port, to, to_port);
}
}
Vector<int> nodes = visual_shader->get_node_list(type);
for (int node_id : nodes) {
Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
if (vsnode.is_null()) {
continue;
}
Ref<VisualShaderNodeCustom> custom_node = Ref<VisualShaderNodeCustom>(vsnode.ptr());
if (custom_node.is_null() || custom_node->get_script() != scr) {
continue;
}
visual_shader->remove_node(type, node_id);
graph_plugin->remove_node(type, node_id, false);
has_any_instance = true;
}
}
}
break;
}
}
}
if (has_any_instance) {
EditorUndoRedoManager::get_singleton()->clear_history(); // Need to clear undo history, otherwise it may lead to hard-detected errors and crashes (since the script was removed).
ResourceSaver::save(visual_shader, visual_shader->get_path());
}
_update_options_menu();
custom_scripts_to_delete.clear();
pending_custom_scripts_to_delete = false;
}
void VisualShaderEditor::_resource_removed(const Ref<Resource> &p_resource) {
Ref<Script> scr = Ref<Script>(p_resource.ptr());
if (scr.is_null() || scr->get_instance_base_type() != "VisualShaderNodeCustom") {
return;
}
custom_scripts_to_delete.push_back(scr);
if (!pending_custom_scripts_to_delete) {
pending_custom_scripts_to_delete = true;
call_deferred("_resources_removed");
}
}
void VisualShaderEditor::_update_options_menu_deferred() {
_update_options_menu();
@@ -4901,13 +5001,16 @@ void VisualShaderEditor::_bind_methods() {
ClassDB::bind_method("_expand_output_port", &VisualShaderEditor::_expand_output_port);
ClassDB::bind_method("_update_options_menu_deferred", &VisualShaderEditor::_update_options_menu_deferred);
ClassDB::bind_method("_rebuild_shader_deferred", &VisualShaderEditor::_rebuild_shader_deferred);
ClassDB::bind_method("_resources_removed", &VisualShaderEditor::_resources_removed);
ClassDB::bind_method("_is_available", &VisualShaderEditor::_is_available);
}
VisualShaderEditor::VisualShaderEditor() {
ShaderLanguage::get_keyword_list(&keyword_list);
EditorNode::get_singleton()->connect("resource_saved", callable_mp(this, &VisualShaderEditor::update_custom_type));
EditorNode::get_singleton()->connect("resource_saved", callable_mp(this, &VisualShaderEditor::_resource_saved));
FileSystemDock::get_singleton()->get_script_create_dialog()->connect("script_created", callable_mp(this, &VisualShaderEditor::_script_created));
FileSystemDock::get_singleton()->connect("resource_removed", callable_mp(this, &VisualShaderEditor::_resource_removed));
graph = memnew(GraphEdit);
graph->get_zoom_hbox()->set_h_size_flags(SIZE_EXPAND_FILL);