1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-24 15:26:15 +00:00

Fix visual shader graph not correctly updating when multiple tabs opened

This commit is contained in:
Yuri Rubinsky
2022-07-16 09:59:20 +03:00
parent ae5668f81e
commit f05fce405e
6 changed files with 127 additions and 91 deletions

View File

@@ -30,6 +30,7 @@
#include "visual_shader.h"
#include "core/templates/rb_map.h"
#include "core/templates/vmap.h"
#include "servers/rendering/shader_types.h"
#include "visual_shader_nodes.h"
@@ -3189,18 +3190,18 @@ VisualShaderNodeInput::VisualShaderNodeInput() {
////////////// UniformRef
List<VisualShaderNodeUniformRef::Uniform> uniforms;
RBMap<RID, List<VisualShaderNodeUniformRef::Uniform>> uniforms;
void VisualShaderNodeUniformRef::add_uniform(const String &p_name, UniformType p_type) {
uniforms.push_back({ p_name, p_type });
void VisualShaderNodeUniformRef::add_uniform(RID p_shader_rid, const String &p_name, UniformType p_type) {
uniforms[p_shader_rid].push_back({ p_name, p_type });
}
void VisualShaderNodeUniformRef::clear_uniforms() {
uniforms.clear();
void VisualShaderNodeUniformRef::clear_uniforms(RID p_shader_rid) {
uniforms[p_shader_rid].clear();
}
bool VisualShaderNodeUniformRef::has_uniform(const String &p_name) {
for (const VisualShaderNodeUniformRef::Uniform &E : uniforms) {
bool VisualShaderNodeUniformRef::has_uniform(RID p_shader_rid, const String &p_name) {
for (const VisualShaderNodeUniformRef::Uniform &E : uniforms[p_shader_rid]) {
if (E.name == p_name) {
return true;
}
@@ -3313,14 +3314,24 @@ String VisualShaderNodeUniformRef::get_output_port_name(int p_port) const {
return "";
}
void VisualShaderNodeUniformRef::set_shader_rid(const RID &p_shader_rid) {
shader_rid = p_shader_rid;
}
void VisualShaderNodeUniformRef::set_uniform_name(const String &p_name) {
uniform_name = p_name;
if (shader_rid.is_valid()) {
update_uniform_type();
}
emit_changed();
}
void VisualShaderNodeUniformRef::update_uniform_type() {
if (uniform_name != "[None]") {
uniform_type = get_uniform_type_by_name(uniform_name);
} else {
uniform_type = UniformType::UNIFORM_TYPE_FLOAT;
}
emit_changed();
}
String VisualShaderNodeUniformRef::get_uniform_name() const {
@@ -3328,35 +3339,45 @@ String VisualShaderNodeUniformRef::get_uniform_name() const {
}
int VisualShaderNodeUniformRef::get_uniforms_count() const {
return uniforms.size();
ERR_FAIL_COND_V(!shader_rid.is_valid(), 0);
return uniforms[shader_rid].size();
}
String VisualShaderNodeUniformRef::get_uniform_name_by_index(int p_idx) const {
if (p_idx >= 0 && p_idx < uniforms.size()) {
return uniforms[p_idx].name;
ERR_FAIL_COND_V(!shader_rid.is_valid(), String());
if (p_idx >= 0 && p_idx < uniforms[shader_rid].size()) {
return uniforms[shader_rid][p_idx].name;
}
return "";
}
VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_name(const String &p_name) const {
for (int i = 0; i < uniforms.size(); i++) {
if (uniforms[i].name == p_name) {
return uniforms[i].type;
ERR_FAIL_COND_V(!shader_rid.is_valid(), UNIFORM_TYPE_FLOAT);
for (int i = 0; i < uniforms[shader_rid].size(); i++) {
if (uniforms[shader_rid][i].name == p_name) {
return uniforms[shader_rid][i].type;
}
}
return UniformType::UNIFORM_TYPE_FLOAT;
}
VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_index(int p_idx) const {
if (p_idx >= 0 && p_idx < uniforms.size()) {
return uniforms[p_idx].type;
ERR_FAIL_COND_V(!shader_rid.is_valid(), UNIFORM_TYPE_FLOAT);
if (p_idx >= 0 && p_idx < uniforms[shader_rid].size()) {
return uniforms[shader_rid][p_idx].type;
}
return UniformType::UNIFORM_TYPE_FLOAT;
}
VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_port_type_by_index(int p_idx) const {
if (p_idx >= 0 && p_idx < uniforms.size()) {
switch (uniforms[p_idx].type) {
ERR_FAIL_COND_V(!shader_rid.is_valid(), PORT_TYPE_SCALAR);
if (p_idx >= 0 && p_idx < uniforms[shader_rid].size()) {
switch (uniforms[shader_rid][p_idx].type) {
case UniformType::UNIFORM_TYPE_FLOAT:
return PORT_TYPE_SCALAR;
case UniformType::UNIFORM_TYPE_INT: