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Merge pull request #98303 from Chaosus/vs_transparency_preview
Add alpha channel display to vec4 previews of visual shader nodes
This commit is contained in:
commit
ef8d981267
3 changed files with 23 additions and 8 deletions
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@ -258,7 +258,7 @@ void VisualShaderGraphPlugin::show_port_preview(VisualShader::Type p_type, int p
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vbox->add_child(offset);
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VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview);
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port_preview->setup(visual_shader, editor->preview_material, visual_shader->get_shader_type(), p_node_id, p_port_id, p_is_valid);
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port_preview->setup(visual_shader, editor->preview_material, visual_shader->get_shader_type(), links[p_node_id].output_ports[p_port_id].type == VisualShaderNode::PORT_TYPE_VECTOR_4D, p_node_id, p_port_id, p_is_valid);
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port_preview->set_h_size_flags(Control::SIZE_SHRINK_CENTER);
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vbox->add_child(port_preview);
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link.preview_visible = true;
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@ -554,8 +554,8 @@ void VisualShaderGraphPlugin::register_link(VisualShader::Type p_type, int p_id,
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links.insert(p_id, { p_type, p_visual_node, p_graph_element, p_visual_node->get_output_port_for_preview() != -1, -1, HashMap<int, InputPort>(), HashMap<int, Port>(), nullptr, nullptr, nullptr, { nullptr, nullptr, nullptr } });
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}
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void VisualShaderGraphPlugin::register_output_port(int p_node_id, int p_port, TextureButton *p_button) {
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links[p_node_id].output_ports.insert(p_port, { p_button });
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void VisualShaderGraphPlugin::register_output_port(int p_node_id, int p_port, VisualShaderNode::PortType p_port_type, TextureButton *p_button) {
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links[p_node_id].output_ports.insert(p_port, { p_port_type, p_button });
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}
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void VisualShaderGraphPlugin::register_parameter_name(int p_node_id, LineEdit *p_parameter_name) {
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@ -1220,7 +1220,7 @@ void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id, bool
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preview->set_texture_pressed(editor->get_editor_theme_icon(SNAME("GuiVisibilityVisible")));
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preview->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
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register_output_port(p_id, j, preview);
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register_output_port(p_id, j, port_right, preview);
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preview->connect(SceneStringName(pressed), callable_mp(editor, &VisualShaderEditor::_preview_select_port).bind(p_id, j), CONNECT_DEFERRED);
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hb->add_child(preview);
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@ -8031,7 +8031,15 @@ void VisualShaderNodePortPreview::_shader_changed() {
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set_material(mat);
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}
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void VisualShaderNodePortPreview::setup(const Ref<VisualShader> &p_shader, Ref<ShaderMaterial> &p_preview_material, VisualShader::Type p_type, int p_node, int p_port, bool p_is_valid) {
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void VisualShaderNodePortPreview::setup(const Ref<VisualShader> &p_shader, Ref<ShaderMaterial> &p_preview_material, VisualShader::Type p_type, bool p_has_transparency, int p_node, int p_port, bool p_is_valid) {
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if (p_has_transparency) {
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checkerboard = memnew(TextureRect);
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checkerboard->set_stretch_mode(TextureRect::STRETCH_TILE);
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checkerboard->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT);
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checkerboard->set_draw_behind_parent(true);
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add_child(checkerboard);
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}
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shader = p_shader;
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shader->connect_changed(callable_mp(this, &VisualShaderNodePortPreview::_shader_changed), CONNECT_DEFERRED);
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preview_mat = p_preview_material;
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@ -8050,6 +8058,11 @@ Size2 VisualShaderNodePortPreview::get_minimum_size() const {
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void VisualShaderNodePortPreview::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_THEME_CHANGED: {
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if (checkerboard != nullptr) {
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checkerboard->set_texture(get_theme_icon(SNAME("GuiMiniCheckerboard"), EditorStringName(EditorIcons)));
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}
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} break;
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case NOTIFICATION_DRAW: {
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Vector<Vector2> points = {
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Vector2(),
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@ -107,6 +107,7 @@ private:
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};
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struct Port {
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VisualShaderNode::PortType type = VisualShaderNode::PORT_TYPE_SCALAR;
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TextureButton *preview_button = nullptr;
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};
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@ -141,7 +142,7 @@ public:
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void register_shader(VisualShader *p_visual_shader);
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void set_connections(const List<VisualShader::Connection> &p_connections);
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void register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphElement *p_graph_element);
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void register_output_port(int p_id, int p_port, TextureButton *p_button);
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void register_output_port(int p_id, int p_port, VisualShaderNode::PortType p_port_type, TextureButton *p_button);
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void register_parameter_name(int p_id, LineEdit *p_parameter_name);
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void register_default_input_button(int p_node_id, int p_port_id, Button *p_button);
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void register_expression_edit(int p_node_id, CodeEdit *p_expression_edit);
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@ -680,6 +681,7 @@ public:
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class VisualShaderNodePortPreview : public Control {
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GDCLASS(VisualShaderNodePortPreview, Control);
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TextureRect *checkerboard = nullptr;
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Ref<VisualShader> shader;
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Ref<ShaderMaterial> preview_mat;
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VisualShader::Type type = VisualShader::Type::TYPE_MAX;
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@ -692,7 +694,7 @@ protected:
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public:
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virtual Size2 get_minimum_size() const override;
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void setup(const Ref<VisualShader> &p_shader, Ref<ShaderMaterial> &p_preview_material, VisualShader::Type p_type, int p_node, int p_port, bool p_is_valid);
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void setup(const Ref<VisualShader> &p_shader, Ref<ShaderMaterial> &p_preview_material, VisualShader::Type p_type, bool p_has_transparency, int p_node, int p_port, bool p_is_valid);
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};
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class VisualShaderConversionPlugin : public EditorResourceConversionPlugin {
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@ -1560,7 +1560,7 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port
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shader_code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
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} break;
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case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
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shader_code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ".xyz;\n";
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shader_code += " COLOR = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
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} break;
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default: {
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shader_code += " COLOR.rgb = vec3(0.0);\n";
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