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Fix visual shader graph not correctly updating when multiple tabs opened
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@@ -30,6 +30,7 @@
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#include "visual_shader.h"
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#include "core/templates/rb_map.h"
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#include "core/templates/vmap.h"
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#include "servers/rendering/shader_types.h"
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#include "visual_shader_nodes.h"
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@@ -3189,18 +3190,18 @@ VisualShaderNodeInput::VisualShaderNodeInput() {
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////////////// UniformRef
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List<VisualShaderNodeUniformRef::Uniform> uniforms;
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RBMap<RID, List<VisualShaderNodeUniformRef::Uniform>> uniforms;
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void VisualShaderNodeUniformRef::add_uniform(const String &p_name, UniformType p_type) {
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uniforms.push_back({ p_name, p_type });
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void VisualShaderNodeUniformRef::add_uniform(RID p_shader_rid, const String &p_name, UniformType p_type) {
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uniforms[p_shader_rid].push_back({ p_name, p_type });
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}
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void VisualShaderNodeUniformRef::clear_uniforms() {
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uniforms.clear();
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void VisualShaderNodeUniformRef::clear_uniforms(RID p_shader_rid) {
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uniforms[p_shader_rid].clear();
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}
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bool VisualShaderNodeUniformRef::has_uniform(const String &p_name) {
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for (const VisualShaderNodeUniformRef::Uniform &E : uniforms) {
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bool VisualShaderNodeUniformRef::has_uniform(RID p_shader_rid, const String &p_name) {
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for (const VisualShaderNodeUniformRef::Uniform &E : uniforms[p_shader_rid]) {
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if (E.name == p_name) {
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return true;
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}
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@@ -3313,14 +3314,24 @@ String VisualShaderNodeUniformRef::get_output_port_name(int p_port) const {
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return "";
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}
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void VisualShaderNodeUniformRef::set_shader_rid(const RID &p_shader_rid) {
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shader_rid = p_shader_rid;
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}
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void VisualShaderNodeUniformRef::set_uniform_name(const String &p_name) {
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uniform_name = p_name;
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if (shader_rid.is_valid()) {
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update_uniform_type();
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}
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emit_changed();
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}
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void VisualShaderNodeUniformRef::update_uniform_type() {
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if (uniform_name != "[None]") {
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uniform_type = get_uniform_type_by_name(uniform_name);
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} else {
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uniform_type = UniformType::UNIFORM_TYPE_FLOAT;
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}
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emit_changed();
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}
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String VisualShaderNodeUniformRef::get_uniform_name() const {
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@@ -3328,35 +3339,45 @@ String VisualShaderNodeUniformRef::get_uniform_name() const {
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}
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int VisualShaderNodeUniformRef::get_uniforms_count() const {
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return uniforms.size();
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ERR_FAIL_COND_V(!shader_rid.is_valid(), 0);
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return uniforms[shader_rid].size();
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}
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String VisualShaderNodeUniformRef::get_uniform_name_by_index(int p_idx) const {
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if (p_idx >= 0 && p_idx < uniforms.size()) {
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return uniforms[p_idx].name;
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ERR_FAIL_COND_V(!shader_rid.is_valid(), String());
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if (p_idx >= 0 && p_idx < uniforms[shader_rid].size()) {
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return uniforms[shader_rid][p_idx].name;
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}
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return "";
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}
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VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_name(const String &p_name) const {
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for (int i = 0; i < uniforms.size(); i++) {
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if (uniforms[i].name == p_name) {
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return uniforms[i].type;
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ERR_FAIL_COND_V(!shader_rid.is_valid(), UNIFORM_TYPE_FLOAT);
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for (int i = 0; i < uniforms[shader_rid].size(); i++) {
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if (uniforms[shader_rid][i].name == p_name) {
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return uniforms[shader_rid][i].type;
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}
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}
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return UniformType::UNIFORM_TYPE_FLOAT;
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}
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VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_index(int p_idx) const {
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if (p_idx >= 0 && p_idx < uniforms.size()) {
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return uniforms[p_idx].type;
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ERR_FAIL_COND_V(!shader_rid.is_valid(), UNIFORM_TYPE_FLOAT);
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if (p_idx >= 0 && p_idx < uniforms[shader_rid].size()) {
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return uniforms[shader_rid][p_idx].type;
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}
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return UniformType::UNIFORM_TYPE_FLOAT;
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}
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VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_port_type_by_index(int p_idx) const {
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if (p_idx >= 0 && p_idx < uniforms.size()) {
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switch (uniforms[p_idx].type) {
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ERR_FAIL_COND_V(!shader_rid.is_valid(), PORT_TYPE_SCALAR);
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if (p_idx >= 0 && p_idx < uniforms[shader_rid].size()) {
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switch (uniforms[shader_rid][p_idx].type) {
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case UniformType::UNIFORM_TYPE_FLOAT:
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return PORT_TYPE_SCALAR;
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case UniformType::UNIFORM_TYPE_INT:
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