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Diffstat (limited to '')
| -rw-r--r-- | tools/editor/plugins/shader_editor_plugin.cpp | 598 |
1 files changed, 598 insertions, 0 deletions
diff --git a/tools/editor/plugins/shader_editor_plugin.cpp b/tools/editor/plugins/shader_editor_plugin.cpp new file mode 100644 index 000000000..4670005cf --- /dev/null +++ b/tools/editor/plugins/shader_editor_plugin.cpp @@ -0,0 +1,598 @@ +/*************************************************************************/ +/* shader_editor_plugin.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2014 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 "tools/editor/editor_settings.h" + +#include "spatial_editor_plugin.h" +#include "io/resource_loader.h" +#include "io/resource_saver.h" +#include "os/keyboard.h" +#include "tools/editor/editor_node.h" +#include "tools/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_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("font_color",EDITOR_DEF("text_editor/text_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))); + + Color keyword_color= EDITOR_DEF("text_editor/keyword_color",Color(0.5,0.0,0.2)); + + get_text_edit()->set_syntax_coloring(true); + + + 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; + if (type==ShaderLanguage::SHADER_MATERIAL_VERTEX) + code=get_text_edit()->get_text(); + else + code=get_text_edit()->get_text(); + + //List<StringName> params; + //shader->get_param_list(¶ms); + + Error err = ShaderLanguage::compile(code,type,NULL,NULL,&errortxt,&line,&col); + + if (err!=OK) { + String error_text="error("+itos(line)+","+itos(col)+"): "+errortxt; + set_error(error_text); + + } else { + 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) { + + int selected = tab_container->get_current_tab(); + if (selected<0 || selected>=tab_container->get_child_count()) + return; + + ShaderTextEditor *current = tab_container->get_child(selected)->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: { + + find_replace_dialog->set_text_edit(current->get_text_edit()); + find_replace_dialog->popup_search(); + } break; + case SEARCH_FIND_NEXT: { + + find_replace_dialog->set_text_edit(current->get_text_edit()); + find_replace_dialog->search_next(); + } break; + case SEARCH_REPLACE: { + + find_replace_dialog->set_text_edit(current->get_text_edit()); + find_replace_dialog->popup_replace(); + } break; +// case SEARCH_LOCATE_SYMBOL: { + +// } break; + case SEARCH_GOTO_LINE: { + + goto_line_dialog->popup_find_line(current->get_text_edit()); + } break; + case SHADER_POST_PROCESS_MODE:{ + + fragment_editor->set_edited_shader(shader,ShaderLanguage::SHADER_POST_PROCESS); + fragment_editor->_validate_script(); + apply_shaders(); + settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), false); + settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), true); + + + } break; + case SHADER_MATERIAL_MODE: { + + fragment_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_FRAGMENT); + fragment_editor->_validate_script(); + apply_shaders(); + settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), true); + settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), false); + + } break; + } +} + +void ShaderEditor::_tab_changed(int p_which) { + + ensure_select_current(); +} + +void ShaderEditor::_notification(int p_what) { + + if (p_what==NOTIFICATION_ENTER_SCENE) { + + 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(); +} + + +void ShaderEditor::_bind_methods() { + + 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) { + fragment_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_MATERIAL_FRAGMENT); + settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), true); + settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), false); + } else { + + fragment_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_POST_PROCESS); + settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), false); + settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), true); + } + + 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(),0,0); +} + +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("Edit"); + edit_menu->get_popup()->add_item("Undo",EDIT_UNDO,KEY_MASK_CMD|KEY_Z); + edit_menu->get_popup()->add_item("Redo",EDIT_REDO,KEY_MASK_CMD|KEY_MASK_SHIFT|KEY_Z); + edit_menu->get_popup()->add_separator(); + edit_menu->get_popup()->add_item("Cut",EDIT_CUT,KEY_MASK_CMD|KEY_X); + edit_menu->get_popup()->add_item("Copy",EDIT_COPY,KEY_MASK_CMD|KEY_C); + edit_menu->get_popup()->add_item("Paste",EDIT_PASTE,KEY_MASK_CMD|KEY_V); + edit_menu->get_popup()->add_separator(); + edit_menu->get_popup()->add_item("Select All",EDIT_SELECT_ALL,KEY_MASK_CMD|KEY_A); + 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("Search"); + search_menu->get_popup()->add_item("Find..",SEARCH_FIND,KEY_MASK_CMD|KEY_F); + search_menu->get_popup()->add_item("Find Next",SEARCH_FIND_NEXT,KEY_F3); + search_menu->get_popup()->add_item("Replace..",SEARCH_REPLACE,KEY_MASK_CMD|KEY_R); + 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_item("Goto Line..",SEARCH_GOTO_LINE,KEY_MASK_CMD|KEY_G); + search_menu->get_popup()->connect("item_pressed", this,"_menu_option"); + + settings_menu = memnew( MenuButton ); + add_child(settings_menu); + settings_menu->set_pos(Point2(90,-1)); + settings_menu->set_text("Shader"); + settings_menu->get_popup()->add_check_item("Material Mode",SHADER_MATERIAL_MODE); + settings_menu->get_popup()->set_item_checked(settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE),true); + settings_menu->get_popup()->add_check_item("Post Process Mode",SHADER_POST_PROCESS_MODE); + + settings_menu->get_popup()->connect("item_pressed", this,"_menu_option"); + + tab_container->connect("tab_changed", this,"_tab_changed"); + + find_replace_dialog = memnew(FindReplaceDialog); + add_child(find_replace_dialog); + + 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("Vertex"); + + fragment_editor = memnew( ShaderTextEditor ); + tab_container->add_child(fragment_editor); + fragment_editor->set_name("Fragment"); + + tab_container->set_current_tab(1); + + + vertex_editor->connect("script_changed", this,"apply_shaders"); + fragment_editor->connect("script_changed", this,"apply_shaders"); +} + + +void ShaderEditorPlugin::edit(Object *p_object) { + + if (!p_object->cast_to<Shader>()) + return; + + shader_editor->edit(p_object->cast_to<Shader>()); + +} + +bool ShaderEditorPlugin::handles(Object *p_object) const { + + return p_object->is_type("Shader"); +} + +void ShaderEditorPlugin::make_visible(bool p_visible) { + + if (p_visible) { + shader_editor->show(); + //shader_editor->set_process(true); + } else { + + shader_editor->apply_shaders(); + //shader_editor->hide(); + //shader_editor->set_process(false); + } + +} + +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) { + + editor=p_node; + shader_editor = memnew( ShaderEditor ); + + SpatialEditor::get_singleton()->get_shader_split()->add_child(shader_editor); +// editor->get_viewport()->add_child(shader_editor); +// shader_editor->set_area_as_parent_rect(); + + shader_editor->hide(); + +} + + +ShaderEditorPlugin::~ShaderEditorPlugin() { +} + |
