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mirror of https://github.com/godotengine/godot.git synced 2025-11-07 12:30:27 +00:00

Make port previews in visual shader visible in other shader modes

This commit is contained in:
Yuri Roubinsky
2021-10-08 22:55:07 +03:00
parent 188e08307e
commit c299c54023
5 changed files with 69 additions and 12 deletions

View File

@@ -47,6 +47,10 @@ String VisualShaderNodeParticleEmitter::get_output_port_name(int p_port) const {
return String();
}
bool VisualShaderNodeParticleEmitter::has_output_port_preview(int p_port) const {
return false;
}
VisualShaderNodeParticleEmitter::VisualShaderNodeParticleEmitter() {
}
@@ -265,6 +269,10 @@ Vector<StringName> VisualShaderNodeParticleMultiplyByAxisAngle::get_editable_pro
return props;
}
bool VisualShaderNodeParticleMultiplyByAxisAngle::has_output_port_preview(int p_port) const {
return false;
}
VisualShaderNodeParticleMultiplyByAxisAngle::VisualShaderNodeParticleMultiplyByAxisAngle() {
set_input_port_default_value(1, Vector3(1, 0, 0));
set_input_port_default_value(2, 0.0);
@@ -313,6 +321,10 @@ String VisualShaderNodeParticleConeVelocity::get_output_port_name(int p_port) co
return String();
}
bool VisualShaderNodeParticleConeVelocity::has_output_port_preview(int p_port) const {
return false;
}
String VisualShaderNodeParticleConeVelocity::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String code;
code += " __radians = radians(" + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
@@ -421,6 +433,10 @@ VisualShaderNodeParticleRandomness::OpType VisualShaderNodeParticleRandomness::g
return op_type;
}
bool VisualShaderNodeParticleRandomness::has_output_port_preview(int p_port) const {
return false;
}
VisualShaderNodeParticleRandomness::VisualShaderNodeParticleRandomness() {
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 1.0);
@@ -521,6 +537,10 @@ VisualShaderNodeParticleAccelerator::Mode VisualShaderNodeParticleAccelerator::g
return mode;
}
bool VisualShaderNodeParticleAccelerator::has_output_port_preview(int p_port) const {
return false;
}
VisualShaderNodeParticleAccelerator::VisualShaderNodeParticleAccelerator() {
set_input_port_default_value(0, Vector3(1, 1, 1));
set_input_port_default_value(1, 0.0);