Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fix bugs in visual shader varyings #93219

Merged
merged 1 commit into from
Jun 17, 2024
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
9 changes: 7 additions & 2 deletions editor/plugins/visual_shader_editor_plugin.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -806,6 +806,11 @@ void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id, bool
parameter_ref->update_parameter_type();
}

Ref<VisualShaderNodeVarying> varying = vsnode;
if (varying.is_valid()) {
varying->set_shader_rid(visual_shader->get_rid());
}

Ref<VisualShaderNodeParameter> parameter = vsnode;
HBoxContainer *hb = nullptr;

Expand Down Expand Up @@ -3859,13 +3864,13 @@ void VisualShaderEditor::_remove_varying(const String &p_name) {
}

void VisualShaderEditor::_update_varyings() {
VisualShaderNodeVarying::clear_varyings();
VisualShaderNodeVarying::clear_varyings(visual_shader->get_rid());

for (int i = 0; i < visual_shader->get_varyings_count(); i++) {
const VisualShader::Varying *var = visual_shader->get_varying_by_index(i);

if (var != nullptr) {
VisualShaderNodeVarying::add_varying(var->name, var->mode, var->type);
VisualShaderNodeVarying::add_varying(visual_shader->get_rid(), var->name, var->mode, var->type);
}
}
}
Expand Down
53 changes: 29 additions & 24 deletions scene/resources/visual_shader.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1861,7 +1861,7 @@ void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
}

for (const KeyValue<String, Varying> &E : varyings) {
p_list->push_back(PropertyInfo(Variant::STRING, vformat("%s/%s", PNAME("varyings"), E.key)));
p_list->push_back(PropertyInfo(Variant::STRING, vformat("%s/%s", PNAME("varyings"), E.key), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
}

for (int i = 0; i < TYPE_MAX; i++) {
Expand Down Expand Up @@ -2620,7 +2620,7 @@ void VisualShader::_update_shader() const {
default:
break;
}
global_code += E.key + ";\n";
global_code += vformat("var_%s;\n", E.key);
}

global_code += "\n";
Expand Down Expand Up @@ -2689,7 +2689,7 @@ void VisualShader::_update_shader() const {
default:
break;
}
varying_code += vformat(" %s = %s;\n", E.key, code2);
varying_code += vformat(" var_%s = %s;\n", E.key, code2);
}
is_empty_func = false;
}
Expand Down Expand Up @@ -5048,38 +5048,42 @@ VisualShaderNodeGlobalExpression::VisualShaderNodeGlobalExpression() {

////////////// Varying

List<VisualShaderNodeVarying::Varying> varyings;
RBMap<RID, List<VisualShaderNodeVarying::Varying>> varyings;

void VisualShaderNodeVarying::add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type) { // static
varyings.push_back({ p_name, p_mode, p_type });
void VisualShaderNodeVarying::add_varying(RID p_shader_rid, const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type) { // static
varyings[p_shader_rid].push_back({ p_name, p_mode, p_type });
}

void VisualShaderNodeVarying::clear_varyings() { // static
varyings.clear();
void VisualShaderNodeVarying::clear_varyings(RID p_shader_rid) { // static
varyings[p_shader_rid].clear();
}

bool VisualShaderNodeVarying::has_varying(const String &p_name) { // static
for (const VisualShaderNodeVarying::Varying &E : varyings) {
bool VisualShaderNodeVarying::has_varying(RID p_shader_rid, const String &p_name) { // static
for (const VisualShaderNodeVarying::Varying &E : varyings[p_shader_rid]) {
if (E.name == p_name) {
return true;
}
}
return false;
}

void VisualShaderNodeVarying::set_shader_rid(const RID &p_shader_rid) {
shader_rid = p_shader_rid;
}

int VisualShaderNodeVarying::get_varyings_count() const {
return varyings.size();
return varyings[shader_rid].size();
}

String VisualShaderNodeVarying::get_varying_name_by_index(int p_idx) const {
if (p_idx >= 0 && p_idx < varyings.size()) {
return varyings.get(p_idx).name;
if (p_idx >= 0 && p_idx < varyings[shader_rid].size()) {
return varyings[shader_rid].get(p_idx).name;
}
return "";
}

VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_name(const String &p_name) const {
for (const VisualShaderNodeVarying::Varying &varying : varyings) {
for (const VisualShaderNodeVarying::Varying &varying : varyings[shader_rid]) {
if (varying.name == p_name) {
return varying.type;
}
Expand All @@ -5088,14 +5092,14 @@ VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_name(cons
}

VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_index(int p_idx) const {
if (p_idx >= 0 && p_idx < varyings.size()) {
return varyings.get(p_idx).type;
if (p_idx >= 0 && p_idx < varyings[shader_rid].size()) {
return varyings[shader_rid].get(p_idx).type;
}
return VisualShader::VARYING_TYPE_FLOAT;
}

VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_name(const String &p_name) const {
for (const VisualShaderNodeVarying::Varying &varying : varyings) {
for (const VisualShaderNodeVarying::Varying &varying : varyings[shader_rid]) {
if (varying.name == p_name) {
return varying.mode;
}
Expand All @@ -5104,15 +5108,15 @@ VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_name(cons
}

VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_index(int p_idx) const {
if (p_idx >= 0 && p_idx < varyings.size()) {
return varyings.get(p_idx).mode;
if (p_idx >= 0 && p_idx < varyings[shader_rid].size()) {
return varyings[shader_rid].get(p_idx).mode;
}
return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT;
}

VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type_by_index(int p_idx) const {
if (p_idx >= 0 && p_idx < varyings.size()) {
return get_port_type(varyings.get(p_idx).type, 0);
if (p_idx >= 0 && p_idx < varyings[shader_rid].size()) {
return get_port_type(varyings[shader_rid].get(p_idx).type, 0);
}
return PORT_TYPE_SCALAR;
}
Expand Down Expand Up @@ -5239,7 +5243,7 @@ String VisualShaderNodeVaryingSetter::generate_code(Shader::Mode p_mode, VisualS
if (varying_name == "[None]") {
return code;
}
code += vformat(" %s = %s;\n", varying_name, p_input_vars[0]);
code += vformat(" var_%s = %s;\n", varying_name, p_input_vars[0]);
return code;
}

Expand Down Expand Up @@ -5284,7 +5288,7 @@ String VisualShaderNodeVaryingGetter::generate_code(Shader::Mode p_mode, VisualS
String from = varying_name;
String from2;

if (varying_name == "[None]") {
if (varying_name == "[None]" || p_for_preview) {
switch (varying_type) {
case VisualShader::VARYING_TYPE_FLOAT:
from = "0.0";
Expand Down Expand Up @@ -5313,8 +5317,9 @@ String VisualShaderNodeVaryingGetter::generate_code(Shader::Mode p_mode, VisualS
default:
break;
}
return vformat(" %s = %s;\n", p_output_vars[0], from);
}
return vformat(" %s = %s;\n", p_output_vars[0], from);
return vformat(" %s = var_%s;\n", p_output_vars[0], from);
}

VisualShaderNodeVaryingGetter::VisualShaderNodeVaryingGetter() {
Expand Down
9 changes: 6 additions & 3 deletions scene/resources/visual_shader.h
Original file line number Diff line number Diff line change
Expand Up @@ -910,13 +910,16 @@ class VisualShaderNodeVarying : public VisualShaderNode {
};

protected:
RID shader_rid;
VisualShader::VaryingType varying_type = VisualShader::VARYING_TYPE_FLOAT;
String varying_name = "[None]";

public: // internal
static void add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type);
static void clear_varyings();
static bool has_varying(const String &p_name);
static void add_varying(RID p_shader_rid, const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type);
static void clear_varyings(RID p_shader_rid);
static bool has_varying(RID p_shader_rid, const String &p_name);

void set_shader_rid(const RID &p_shader);

int get_varyings_count() const;
String get_varying_name_by_index(int p_idx) const;
Expand Down
Loading