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-Work in progress visual shader editor *DOES NOT WORK YET*
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@@ -29,122 +29,121 @@
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#ifndef SHADER_GRAPH_EDITOR_PLUGIN_H
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#define SHADER_GRAPH_EDITOR_PLUGIN_H
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#if 0
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#include "tools/editor/editor_plugin.h"
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#include "tools/editor/editor_node.h"
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#include "scene/resources/shader.h"
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#include "servers/visual/shader_graph.h"
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#include "scene/gui/tree.h"
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#include "scene/gui/button.h"
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#include "scene/gui/graph_edit.h"
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#include "scene/gui/popup.h"
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#include "tools/editor/property_editor.h"
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#include "scene/resources/shader_graph.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class ShaderEditor : public Control {
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OBJ_TYPE(ShaderEditor, Control );
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class ShaderGraphView : public Node {
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enum MenuAction {
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OBJ_TYPE(ShaderGraphView,Node);
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GRAPH_ADD_NODE,
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GRAPH_CLEAR,
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NODE_DISCONNECT,
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NODE_ERASE,
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};
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enum ClickType {
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CLICK_NONE,
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CLICK_NODE,
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CLICK_INPUT_SLOT,
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CLICK_OUTPUT_SLOT,
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CLICK_PARAMETER
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};
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CustomPropertyEditor *ped_popup;
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bool block_update;
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PopupMenu *node_popup;
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Popup *add_popup;
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PopupMenu *vertex_popup;
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PopupMenu *fragment_popup;
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PopupMenu *post_popup;
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Tree *add_types;
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Button *add_confirm;
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HScrollBar *h_scroll;
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VScrollBar *v_scroll;
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GraphEdit *graph_edit;
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Ref<ShaderGraph> graph;
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int edited_id;
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Ref<Shader> shader;
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List<int> order;
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Set<int> active_nodes;
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ShaderGraph shader_graph;
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int last_x,last_y;
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uint32_t last_id;
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ShaderGraph::ShaderType type;
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CustomPropertyEditor *property_editor;
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void _update_graph();
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void _create_node(int p_id);
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Point2 offset;
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ClickType click_type;
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Point2 click_pos;
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int click_node;
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int click_slot;
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Point2 click_motion;
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ClickType rclick_type;
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int rclick_node;
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int rclick_slot;
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Size2 _get_maximum_size();
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Size2 get_node_size(int p_node) const;
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void _draw_node(int p_node);
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void _add_node_from_text(const String& p_text);
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void _update_scrollbars();
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void _scroll_moved();
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void _node_param_changed();
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void _node_add_callback();
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void _node_add(VisualServer::ShaderNodeType p_type);
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void _node_edit_property(int p_node);
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void _node_menu_item(int p_item);
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void _vertex_item(int p_item);
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void _fragment_item(int p_item);
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void _post_item(int p_item);
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void _connection_request(const String& p_from, int p_from_slot,const String& p_to,int p_to_slot);
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void _node_removed(int p_id);
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void _node_moved(const Vector2& p_from, const Vector2& p_to,int p_id);
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void _move_node(int p_id,const Vector2& p_to);
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ClickType _locate_click(const Point2& p_click,int *p_node_id,int *p_slot_index) const;
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Point2 _get_slot_pos(int p_node_id,bool p_input,int p_slot);
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void _scalar_const_changed(double p_value,int p_id);
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void _vec_const_changed(double p_value, int p_id, Array p_arr);
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void _rgb_const_changed(const Color& p_color, int p_id);
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void _xform_const_changed(int p_id,Node* p_button);
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void _scalar_op_changed(int p_op, int p_id);
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void _vec_op_changed(int p_op, int p_id);
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void _vec_scalar_op_changed(int p_op, int p_id);
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void _rgb_op_changed(int p_op, int p_id);
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void _xform_inv_rev_changed(bool p_enabled, int p_id);
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void _scalar_func_changed(int p_func, int p_id);
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void _vec_func_changed(int p_func, int p_id);
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void _scalar_input_changed(double p_value,int p_id);
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void _vec_input_changed(double p_value, int p_id, Array p_arr);
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void _xform_input_changed(int p_id,Node* p_button);
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void _rgb_input_changed(const Color& p_color, int p_id);
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void _tex_input_change(int p_id,Node* p_button);
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void _cube_input_change(int p_id);
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void _input_name_changed(const String& p_name,int p_id,Node* p_line_edit);
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void _tex_edited(int p_id,Node* p_button);
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void _cube_edited(int p_id,Node* p_button);
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void _variant_edited();
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void _comment_edited(int p_id,Node* p_button);
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Error validate_graph();
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void _read_shader_graph();
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void _write_shader_graph();
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virtual bool has_point(const Point2& p_point) const;
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Map<int,GraphNode*> node_map;
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protected:
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void _notification(int p_what);
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void _input_event(InputEvent p_event);
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static void _bind_methods();
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public:
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void edit(Ref<Shader> p_shader);
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ShaderEditor();
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void add_node(int p_type);
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GraphEdit *get_graph_edit() { return graph_edit; }
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void set_graph(Ref<ShaderGraph> p_graph);
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ShaderGraphView(ShaderGraph::ShaderType p_type=ShaderGraph::SHADER_TYPE_FRAGMENT);
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};
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class ShaderEditorPlugin : public EditorPlugin {
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class ShaderGraphEditor : public VBoxContainer {
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OBJ_TYPE( ShaderEditorPlugin, EditorPlugin );
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OBJ_TYPE(ShaderGraphEditor,VBoxContainer);
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ShaderEditor *shader_editor;
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MenuButton *menu;
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TabContainer *tabs;
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ShaderGraphView *graph_edits[ShaderGraph::SHADER_TYPE_MAX];
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static const char* node_names[ShaderGraph::NODE_TYPE_MAX];
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void _add_node(int p_type);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void edit(Ref<ShaderGraph> p_shader);
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ShaderGraphEditor();
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};
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class ShaderGraphEditorPlugin : public EditorPlugin {
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OBJ_TYPE( ShaderGraphEditorPlugin, EditorPlugin );
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ShaderGraphEditor *shader_editor;
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EditorNode *editor;
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public:
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virtual String get_name() const { return "Shader"; }
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virtual String get_name() const { return "ShaderGraph"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_node);
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virtual bool handles(Object *p_node) const;
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virtual void make_visible(bool p_visible);
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ShaderEditorPlugin(EditorNode *p_node);
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~ShaderEditorPlugin();
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ShaderGraphEditorPlugin(EditorNode *p_node);
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~ShaderGraphEditorPlugin();
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};
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#endif
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#endif // SHADER_GRAPH_EDITOR_PLUGIN_H
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