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-rw-r--r--tools/editor/plugins/shader_editor_plugin.cpp598
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
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+++ b/tools/editor/plugins/shader_editor_plugin.cpp
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+/*************************************************************************/
+/* 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(&params);
+
+ 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() {
+}
+