aboutsummaryrefslogtreecommitdiff
path: root/editor/plugins/shader_editor_plugin.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'editor/plugins/shader_editor_plugin.cpp')
-rw-r--r--editor/plugins/shader_editor_plugin.cpp624
1 files changed, 624 insertions, 0 deletions
diff --git a/editor/plugins/shader_editor_plugin.cpp b/editor/plugins/shader_editor_plugin.cpp
new file mode 100644
index 000000000..28846ee84
--- /dev/null
+++ b/editor/plugins/shader_editor_plugin.cpp
@@ -0,0 +1,624 @@
+/*************************************************************************/
+/* shader_editor_plugin.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+#include "shader_editor_plugin.h"
+#include "editor/editor_settings.h"
+
+#include "spatial_editor_plugin.h"
+#include "scene/resources/shader_graph.h"
+#include "io/resource_loader.h"
+#include "io/resource_saver.h"
+#include "os/keyboard.h"
+#include "editor/editor_node.h"
+#include "editor/property_editor.h"
+#include "os/os.h"
+
+
+/*** SETTINGS EDITOR ****/
+
+
+
+
+/*** SCRIPT EDITOR ****/
+
+
+Ref<Shader> ShaderTextEditor::get_edited_shader() const {
+
+ return shader;
+}
+void ShaderTextEditor::set_edited_shader(const Ref<Shader>& p_shader,ShaderLanguage::ShaderType p_type) {
+
+ shader=p_shader;
+ type=p_type;
+
+ _load_theme_settings();
+
+ if (p_type==ShaderLanguage::SHADER_MATERIAL_LIGHT || p_type==ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT)
+ get_text_edit()->set_text(shader->get_light_code());
+ else if (p_type==ShaderLanguage::SHADER_MATERIAL_VERTEX || p_type==ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX)
+ get_text_edit()->set_text(shader->get_vertex_code());
+ else
+ get_text_edit()->set_text(shader->get_fragment_code());
+
+ _line_col_changed();
+
+
+}
+
+
+void ShaderTextEditor::_load_theme_settings() {
+
+ get_text_edit()->clear_colors();
+
+ /* keyword color */
+
+ get_text_edit()->set_custom_bg_color(EDITOR_DEF("text_editor/background_color",Color(0,0,0,0)));
+ get_text_edit()->add_color_override("completion_background_color", EDITOR_DEF("text_editor/completion_background_color", Color(0,0,0,0)));
+ get_text_edit()->add_color_override("completion_selected_color", EDITOR_DEF("text_editor/completion_selected_color", Color::html("434244")));
+ get_text_edit()->add_color_override("completion_existing_color", EDITOR_DEF("text_editor/completion_existing_color", Color::html("21dfdfdf")));
+ get_text_edit()->add_color_override("completion_scroll_color", EDITOR_DEF("text_editor/completion_scroll_color", Color::html("ffffff")));
+ get_text_edit()->add_color_override("completion_font_color", EDITOR_DEF("text_editor/completion_font_color", Color::html("aaaaaa")));
+ get_text_edit()->add_color_override("font_color",EDITOR_DEF("text_editor/text_color",Color(0,0,0)));
+ get_text_edit()->add_color_override("line_number_color",EDITOR_DEF("text_editor/line_number_color",Color(0,0,0)));
+ get_text_edit()->add_color_override("caret_color",EDITOR_DEF("text_editor/caret_color",Color(0,0,0)));
+ get_text_edit()->add_color_override("caret_background_color",EDITOR_DEF("text_editor/caret_background_color",Color(0,0,0)));
+ get_text_edit()->add_color_override("font_selected_color",EDITOR_DEF("text_editor/text_selected_color",Color(1,1,1)));
+ get_text_edit()->add_color_override("selection_color",EDITOR_DEF("text_editor/selection_color",Color(0.2,0.2,1)));
+ get_text_edit()->add_color_override("brace_mismatch_color",EDITOR_DEF("text_editor/brace_mismatch_color",Color(1,0.2,0.2)));
+ get_text_edit()->add_color_override("current_line_color",EDITOR_DEF("text_editor/current_line_color",Color(0.3,0.5,0.8,0.15)));
+ get_text_edit()->add_color_override("word_highlighted_color",EDITOR_DEF("text_editor/word_highlighted_color",Color(0.8,0.9,0.9,0.15)));
+ get_text_edit()->add_color_override("number_color",EDITOR_DEF("text_editor/number_color",Color(0.9,0.6,0.0,2)));
+ get_text_edit()->add_color_override("function_color",EDITOR_DEF("text_editor/function_color",Color(0.4,0.6,0.8)));
+ get_text_edit()->add_color_override("member_variable_color",EDITOR_DEF("text_editor/member_variable_color",Color(0.9,0.3,0.3)));
+ get_text_edit()->add_color_override("mark_color", EDITOR_DEF("text_editor/mark_color", Color(1.0,0.4,0.4,0.4)));
+ get_text_edit()->add_color_override("breakpoint_color", EDITOR_DEF("text_editor/breakpoint_color", Color(0.8,0.8,0.4,0.2)));
+ get_text_edit()->add_color_override("search_result_color",EDITOR_DEF("text_editor/search_result_color",Color(0.05,0.25,0.05,1)));
+ get_text_edit()->add_color_override("search_result_border_color",EDITOR_DEF("text_editor/search_result_border_color",Color(0.1,0.45,0.1,1)));
+
+ Color keyword_color= EDITOR_DEF("text_editor/keyword_color",Color(0.5,0.0,0.2));
+
+
+ List<String> keywords;
+ ShaderLanguage::get_keyword_list(type,&keywords);
+
+
+ for(List<String>::Element *E=keywords.front();E;E=E->next()) {
+
+ get_text_edit()->add_keyword_color(E->get(),keyword_color);
+ }
+
+ //colorize core types
+// Color basetype_color= EDITOR_DEF("text_editor/base_type_color",Color(0.3,0.3,0.0));
+
+
+ //colorize comments
+ Color comment_color = EDITOR_DEF("text_editor/comment_color",Color::hex(0x797e7eff));
+
+ get_text_edit()->add_color_region("/*","*/",comment_color,false);
+ get_text_edit()->add_color_region("//","",comment_color,false);
+
+ /*//colorize strings
+ Color string_color = EDITOR_DEF("text_editor/string_color",Color::hex(0x6b6f00ff));
+
+ List<String> strings;
+ shader->get_shader_mode()->get_string_delimiters(&strings);
+
+ for (List<String>::Element *E=strings.front();E;E=E->next()) {
+
+ String string = E->get();
+ String beg = string.get_slice(" ",0);
+ String end = string.get_slice_count(" ")>1?string.get_slice(" ",1):String();
+ get_text_edit()->add_color_region(beg,end,string_color,end=="");
+ }*/
+
+ //colorize symbols
+ Color symbol_color= EDITOR_DEF("text_editor/symbol_color",Color::hex(0x005291ff));
+ get_text_edit()->set_symbol_color(symbol_color);
+
+}
+
+
+void ShaderTextEditor::_validate_script() {
+
+ String errortxt;
+ int line,col;
+
+ String code=get_text_edit()->get_text();
+ //List<StringName> params;
+ //shader->get_param_list(&params);
+
+ Error err = ShaderLanguage::compile(code,type,NULL,NULL,&errortxt,&line,&col);
+
+ if (err!=OK) {
+ String error_text="error("+itos(line+1)+","+itos(col+1)+"): "+errortxt;
+ set_error(error_text);
+ get_text_edit()->set_line_as_marked(line,true);
+
+ } else {
+ for(int i=0;i<get_text_edit()->get_line_count();i++)
+ get_text_edit()->set_line_as_marked(i,false);
+ set_error("");
+ }
+
+ emit_signal("script_changed");
+}
+
+void ShaderTextEditor::_bind_methods() {
+
+
+ //ADD_SIGNAL( MethodInfo("script_changed") );
+
+}
+
+ShaderTextEditor::ShaderTextEditor() {
+
+
+}
+
+/*** SCRIPT EDITOR ******/
+
+
+
+void ShaderEditor::_menu_option(int p_option) {
+
+
+ ShaderTextEditor *current = tab_container->get_current_tab_control()->cast_to<ShaderTextEditor>();
+ if (!current)
+ return;
+
+ switch(p_option) {
+ case EDIT_UNDO: {
+
+
+ current->get_text_edit()->undo();
+ } break;
+ case EDIT_REDO: {
+ current->get_text_edit()->redo();
+
+ } break;
+ case EDIT_CUT: {
+
+ current->get_text_edit()->cut();
+ } break;
+ case EDIT_COPY: {
+ current->get_text_edit()->copy();
+
+ } break;
+ case EDIT_PASTE: {
+ current->get_text_edit()->paste();
+
+ } break;
+ case EDIT_SELECT_ALL: {
+
+ current->get_text_edit()->select_all();
+
+ } break;
+ case SEARCH_FIND: {
+
+ current->get_find_replace_bar()->popup_search();
+ } break;
+ case SEARCH_FIND_NEXT: {
+
+ current->get_find_replace_bar()->search_next();
+ } break;
+ case SEARCH_FIND_PREV: {
+
+ current->get_find_replace_bar()->search_prev();
+ } break;
+ case SEARCH_REPLACE: {
+
+ current->get_find_replace_bar()->popup_replace();
+ } break;
+// case SEARCH_LOCATE_SYMBOL: {
+
+// } break;
+ case SEARCH_GOTO_LINE: {
+
+ goto_line_dialog->popup_find_line(current->get_text_edit());
+ } break;
+
+ }
+}
+
+void ShaderEditor::_tab_changed(int p_which) {
+
+ ShaderTextEditor *shader_editor = tab_container->get_tab_control(p_which)->cast_to<ShaderTextEditor>();
+
+ if (shader_editor && is_inside_tree())
+ shader_editor->get_text_edit()->grab_focus();
+
+ ensure_select_current();
+}
+
+void ShaderEditor::_notification(int p_what) {
+
+ if (p_what==NOTIFICATION_ENTER_TREE) {
+
+ close->set_normal_texture( get_icon("Close","EditorIcons"));
+ close->set_hover_texture( get_icon("CloseHover","EditorIcons"));
+ close->set_pressed_texture( get_icon("Close","EditorIcons"));
+ close->connect("pressed",this,"_close_callback");
+
+ }
+ if (p_what==NOTIFICATION_DRAW) {
+
+ RID ci = get_canvas_item();
+ Ref<StyleBox> style = get_stylebox("panel","Panel");
+ style->draw( ci, Rect2( Point2(), get_size() ) );
+
+ }
+
+}
+
+
+
+Dictionary ShaderEditor::get_state() const {
+#if 0
+ apply_shaders();
+
+ Dictionary state;
+
+ Array paths;
+ int open=-1;
+
+ for(int i=0;i<tab_container->get_child_count();i++) {
+
+ ShaderTextEditor *ste = tab_container->get_child(i)->cast_to<ShaderTextEditor>();
+ if (!ste)
+ continue;
+
+
+ Ref<Shader> shader = ste->get_edited_shader();
+ if (shader->get_path()!="" && shader->get_path().find("local://")==-1 && shader->get_path().find("::")==-1) {
+
+ paths.push_back(shader->get_path());
+ } else {
+
+
+ const Node *owner = _find_node_with_shader(get_root_node(),shader.get_ref_ptr());
+ if (owner)
+ paths.push_back(owner->get_path());
+
+ }
+
+ if (i==tab_container->get_current_tab())
+ open=i;
+ }
+
+ if (paths.size())
+ state["sources"]=paths;
+ if (open!=-1)
+ state["current"]=open;
+
+
+ return state;
+#endif
+ return Dictionary();
+}
+void ShaderEditor::set_state(const Dictionary& p_state) {
+#if 0
+ print_line("setting state..");
+ if (!p_state.has("sources"))
+ return; //bleh
+
+ Array sources = p_state["sources"];
+ for(int i=0;i<sources.size();i++) {
+
+ Variant source=sources[i];
+
+ Ref<Shader> shader;
+
+ if (source.get_type()==Variant::NODE_PATH) {
+
+ print_line("cain find owner at path "+String(source));
+ Node *owner=get_root_node()->get_node(source);
+ if (!owner)
+ continue;
+
+ shader = owner->get_shader();
+ } else if (source.get_type()==Variant::STRING) {
+
+ print_line("loading at path "+String(source));
+ shader = ResourceLoader::load(source,"Shader");
+ }
+
+ print_line("found shader at "+String(source)+"? - "+itos(shader.is_null()));
+ if (shader.is_null()) //ah well..
+ continue;
+
+ get_scene()->get_root_node()->call("_resource_selected",shader);
+ }
+
+ if (p_state.has("current"))
+ tab_container->set_current_tab(p_state["current"]);
+#endif
+}
+void ShaderEditor::clear() {
+
+}
+
+void ShaderEditor::_params_changed() {
+
+
+ fragment_editor->_validate_script();
+ vertex_editor->_validate_script();
+ light_editor->_validate_script();
+}
+
+void ShaderEditor::_editor_settings_changed() {
+
+ vertex_editor->update_editor_settings();
+ fragment_editor->update_editor_settings();
+ light_editor->update_editor_settings();
+}
+
+void ShaderEditor::_bind_methods() {
+
+ ObjectTypeDB::bind_method("_editor_settings_changed",&ShaderEditor::_editor_settings_changed);
+ ObjectTypeDB::bind_method("_tab_changed",&ShaderEditor::_tab_changed);
+ ObjectTypeDB::bind_method("_menu_option",&ShaderEditor::_menu_option);
+ ObjectTypeDB::bind_method("_params_changed",&ShaderEditor::_params_changed);
+ ObjectTypeDB::bind_method("_close_callback",&ShaderEditor::_close_callback);
+ ObjectTypeDB::bind_method("apply_shaders",&ShaderEditor::apply_shaders);
+// ObjectTypeDB::bind_method("_close_current_tab",&ShaderEditor::_close_current_tab);
+}
+
+void ShaderEditor::ensure_select_current() {
+
+/*
+ if (tab_container->get_child_count() && tab_container->get_current_tab()>=0) {
+
+ ShaderTextEditor *ste = tab_container->get_child(tab_container->get_current_tab())->cast_to<ShaderTextEditor>();
+ if (!ste)
+ return;
+ Ref<Shader> shader = ste->get_edited_shader();
+ get_scene()->get_root_node()->call("_resource_selected",shader);
+ }*/
+}
+
+void ShaderEditor::edit(const Ref<Shader>& p_shader) {
+
+ if (p_shader.is_null())
+ return;
+
+
+ shader=p_shader;
+
+ if (shader->get_mode()==Shader::MODE_MATERIAL) {
+ vertex_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_MATERIAL_VERTEX);
+ fragment_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_MATERIAL_FRAGMENT);
+ light_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_LIGHT);
+ } else if (shader->get_mode()==Shader::MODE_CANVAS_ITEM) {
+
+ vertex_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX);
+ fragment_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT);
+ light_editor->set_edited_shader(shader,ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT);
+ }
+
+ //vertex_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_VERTEX);
+ // see if already has it
+
+
+}
+
+void ShaderEditor::save_external_data() {
+
+ if (shader.is_null())
+ return;
+ apply_shaders();
+
+ if (shader->get_path()!="" && shader->get_path().find("local://")==-1 &&shader->get_path().find("::")==-1) {
+ //external shader, save it
+ ResourceSaver::save(shader->get_path(),shader);
+ }
+}
+
+void ShaderEditor::apply_shaders() {
+
+
+ if (shader.is_valid()) {
+ shader->set_code(vertex_editor->get_text_edit()->get_text(),fragment_editor->get_text_edit()->get_text(),light_editor->get_text_edit()->get_text(),0,0);
+ shader->set_edited(true);
+ }
+}
+
+void ShaderEditor::_close_callback() {
+
+ hide();
+}
+
+
+ShaderEditor::ShaderEditor() {
+
+ tab_container = memnew( TabContainer );
+ add_child(tab_container);
+ tab_container->set_area_as_parent_rect();
+ tab_container->set_begin(Point2(0,0));
+ //tab_container->set_begin(Point2(0,0));
+
+ close = memnew( TextureButton );
+ close->set_anchor_and_margin(MARGIN_LEFT,ANCHOR_END,20);
+ close->set_anchor_and_margin(MARGIN_RIGHT,ANCHOR_END,4);
+ close->set_anchor_and_margin(MARGIN_TOP,ANCHOR_BEGIN,2);
+ add_child(close);
+
+
+
+ edit_menu = memnew( MenuButton );
+ add_child(edit_menu);
+ edit_menu->set_pos(Point2(5,-1));
+ edit_menu->set_text(TTR("Edit"));
+ edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/undo", TTR("Undo"), KEY_MASK_CMD|KEY_Z), EDIT_UNDO);
+ edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/redo", TTR("Redo"), KEY_MASK_CMD|KEY_Y), EDIT_REDO);
+ edit_menu->get_popup()->add_separator();
+ edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/cut", TTR("Cut"), KEY_MASK_CMD|KEY_X), EDIT_CUT);
+ edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/copy", TTR("Copy"), KEY_MASK_CMD|KEY_C), EDIT_COPY);
+ edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/paste", TTR("Paste"), KEY_MASK_CMD|KEY_V), EDIT_PASTE);
+ edit_menu->get_popup()->add_separator();
+ edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/select_all", TTR("Select All"), KEY_MASK_CMD|KEY_A), EDIT_SELECT_ALL);
+ edit_menu->get_popup()->connect("item_pressed", this,"_menu_option");
+
+
+ search_menu = memnew( MenuButton );
+ add_child(search_menu);
+ search_menu->set_pos(Point2(38,-1));
+ search_menu->set_text(TTR("Search"));
+ search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find", TTR("Find.."), KEY_MASK_CMD|KEY_F), SEARCH_FIND);
+ search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_next", TTR("Find Next"), KEY_F3), SEARCH_FIND_NEXT);
+ search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_previous", TTR("Find Previous"), KEY_MASK_SHIFT|KEY_F3), SEARCH_FIND_PREV);
+ search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/replace", TTR("Replace.."), KEY_MASK_CMD|KEY_R), SEARCH_REPLACE);
+ search_menu->get_popup()->add_separator();
+// search_menu->get_popup()->add_item("Locate Symbol..",SEARCH_LOCATE_SYMBOL,KEY_MASK_CMD|KEY_K);
+ search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/goto_line", TTR("Goto Line.."), KEY_MASK_CMD|KEY_L), SEARCH_GOTO_LINE);
+ search_menu->get_popup()->connect("item_pressed", this,"_menu_option");
+
+
+ tab_container->connect("tab_changed", this,"_tab_changed");
+
+ erase_tab_confirm = memnew( ConfirmationDialog );
+ add_child(erase_tab_confirm);
+ erase_tab_confirm->connect("confirmed", this,"_close_current_tab");
+
+
+ goto_line_dialog = memnew(GotoLineDialog);
+ add_child(goto_line_dialog);
+
+ vertex_editor = memnew( ShaderTextEditor );
+ tab_container->add_child(vertex_editor);
+ vertex_editor->set_name(TTR("Vertex"));
+
+ fragment_editor = memnew( ShaderTextEditor );
+ tab_container->add_child(fragment_editor);
+ fragment_editor->set_name(TTR("Fragment"));
+
+ light_editor = memnew( ShaderTextEditor );
+ tab_container->add_child(light_editor);
+ light_editor->set_name(TTR("Lighting"));
+
+ tab_container->set_current_tab(1);
+
+
+ vertex_editor->connect("script_changed", this,"apply_shaders");
+ fragment_editor->connect("script_changed", this,"apply_shaders");
+ light_editor->connect("script_changed", this,"apply_shaders");
+ EditorSettings::get_singleton()->connect("settings_changed",this,"_editor_settings_changed");
+
+ _editor_settings_changed();
+}
+
+
+void ShaderEditorPlugin::edit(Object *p_object) {
+
+ Shader* s = p_object->cast_to<Shader>();
+ if (!s || s->cast_to<ShaderGraph>()) {
+ shader_editor->hide(); //Dont edit ShaderGraph
+ return;
+ }
+
+ if (_2d && s->get_mode()==Shader::MODE_CANVAS_ITEM)
+ shader_editor->edit(s);
+ else if (!_2d && s->get_mode()==Shader::MODE_MATERIAL)
+ shader_editor->edit(s);
+
+}
+
+bool ShaderEditorPlugin::handles(Object *p_object) const {
+
+ bool handles = true;
+ Shader *shader=p_object->cast_to<Shader>();
+ if (!shader || shader->cast_to<ShaderGraph>()) // Dont handle ShaderGraph's
+ handles = false;
+ if (handles && _2d)
+ handles = shader->get_mode()==Shader::MODE_CANVAS_ITEM;
+ else if (handles && !_2d)
+ return shader->get_mode()==Shader::MODE_MATERIAL;
+
+ if (!handles)
+ shader_editor->hide();
+ return handles;
+}
+
+void ShaderEditorPlugin::make_visible(bool p_visible) {
+
+ if (p_visible) {
+ shader_editor->show();
+ } else {
+ shader_editor->apply_shaders();
+ }
+
+}
+
+void ShaderEditorPlugin::selected_notify() {
+
+ shader_editor->ensure_select_current();
+}
+
+Dictionary ShaderEditorPlugin::get_state() const {
+
+ return shader_editor->get_state();
+}
+
+void ShaderEditorPlugin::set_state(const Dictionary& p_state) {
+
+ shader_editor->set_state(p_state);
+}
+void ShaderEditorPlugin::clear() {
+
+ shader_editor->clear();
+}
+
+void ShaderEditorPlugin::save_external_data() {
+
+ shader_editor->save_external_data();
+}
+
+void ShaderEditorPlugin::apply_changes() {
+
+ shader_editor->apply_shaders();
+}
+
+ShaderEditorPlugin::ShaderEditorPlugin(EditorNode *p_node, bool p_2d) {
+
+ editor=p_node;
+ shader_editor = memnew( ShaderEditor );
+ _2d=p_2d;
+ if (p_2d)
+ add_control_to_container(CONTAINER_CANVAS_EDITOR_BOTTOM,shader_editor);
+ else
+ add_control_to_container(CONTAINER_SPATIAL_EDITOR_BOTTOM,shader_editor);
+// editor->get_viewport()->add_child(shader_editor);
+// shader_editor->set_area_as_parent_rect();
+
+ shader_editor->hide();
+
+}
+
+
+ShaderEditorPlugin::~ShaderEditorPlugin() {
+}
+