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Add "Inspect Native Shader Code" to shader resource and shader editor
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@ -45,7 +45,7 @@
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<method name="inspect_native_shader_code">
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<return type="void" />
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<description>
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Only available when running in the editor. Opens a popup that visualizes the generated shader code, including all variants and internal shader code.
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Only available when running in the editor. Opens a popup that visualizes the generated shader code, including all variants and internal shader code. See also [method Shader.inspect_native_shader_code].
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</description>
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</method>
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</methods>
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@ -35,6 +35,12 @@
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If argument [param get_groups] is true, parameter grouping hints will be provided.
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</description>
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</method>
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<method name="inspect_native_shader_code">
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<return type="void" />
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<description>
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Only available when running in the editor. Opens a popup that visualizes the generated shader code, including all variants and internal shader code. See also [method Material.inspect_native_shader_code].
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</description>
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</method>
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<method name="set_default_texture_parameter">
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<return type="void" />
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<param index="0" name="name" type="StringName" />
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@ -396,6 +396,7 @@ void ShaderEditorPlugin::_setup_popup_menu(PopupMenuType p_type, PopupMenu *p_me
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if (p_type == FILE) {
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p_menu->add_separator();
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p_menu->add_item(TTR("Open File in Inspector"), FILE_INSPECT);
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p_menu->add_item(TTR("Inspect Native Shader Code..."), FILE_INSPECT_NATIVE_SHADER_CODE);
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p_menu->add_separator();
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p_menu->add_shortcut(ED_SHORTCUT("shader_editor/close_file", TTR("Close File"), KeyModifierMask::CMD_OR_CTRL | Key::W), FILE_CLOSE);
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} else {
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@ -554,6 +555,12 @@ void ShaderEditorPlugin::_menu_item_pressed(int p_index) {
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EditorNode::get_singleton()->push_item(edited_shaders[index].shader_inc.ptr());
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}
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} break;
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case FILE_INSPECT_NATIVE_SHADER_CODE: {
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int index = shader_tabs->get_current_tab();
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if (edited_shaders[index].shader.is_valid()) {
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edited_shaders[index].shader->inspect_native_shader_code();
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}
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} break;
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case FILE_CLOSE: {
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_close_shader(shader_tabs->get_current_tab());
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} break;
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@ -754,6 +761,7 @@ void ShaderEditorPlugin::_set_file_specific_items_disabled(bool p_disabled) {
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file_popup_menu->set_item_disabled(file_popup_menu->get_item_index(FILE_SAVE), p_disabled);
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file_popup_menu->set_item_disabled(file_popup_menu->get_item_index(FILE_SAVE_AS), p_disabled);
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file_popup_menu->set_item_disabled(file_popup_menu->get_item_index(FILE_INSPECT), p_disabled);
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file_popup_menu->set_item_disabled(file_popup_menu->get_item_index(FILE_INSPECT_NATIVE_SHADER_CODE), p_disabled);
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file_popup_menu->set_item_disabled(file_popup_menu->get_item_index(FILE_CLOSE), p_disabled);
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}
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@ -69,6 +69,7 @@ class ShaderEditorPlugin : public EditorPlugin {
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FILE_SAVE,
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FILE_SAVE_AS,
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FILE_INSPECT,
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FILE_INSPECT_NATIVE_SHADER_CODE,
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FILE_CLOSE,
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CLOSE_ALL,
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CLOSE_OTHER_TABS,
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@ -32,6 +32,7 @@
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#include "shader.compat.inc"
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#include "core/io/file_access.h"
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#include "scene/main/scene_tree.h"
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#include "servers/rendering/shader_language.h"
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#include "servers/rendering/shader_preprocessor.h"
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#include "servers/rendering_server.h"
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@ -124,6 +125,14 @@ String Shader::get_code() const {
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return code;
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}
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void Shader::inspect_native_shader_code() {
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SceneTree *st = SceneTree::get_singleton();
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RID _shader = get_rid();
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if (st && _shader.is_valid()) {
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st->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, "_native_shader_source_visualizer", "_inspect_shader", _shader);
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}
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}
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void Shader::get_shader_uniform_list(List<PropertyInfo> *p_params, bool p_get_groups) const {
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_update_shader();
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@ -248,6 +257,9 @@ void Shader::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_shader_uniform_list", "get_groups"), &Shader::_get_shader_uniform_list, DEFVAL(false));
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ClassDB::bind_method(D_METHOD("inspect_native_shader_code"), &Shader::inspect_native_shader_code);
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ClassDB::set_method_flags(get_class_static(), _scs_create("inspect_native_shader_code"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_code", "get_code");
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BIND_ENUM_CONSTANT(MODE_SPATIAL);
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@ -84,6 +84,8 @@ public:
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void set_code(const String &p_code);
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String get_code() const;
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void inspect_native_shader_code();
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void get_shader_uniform_list(List<PropertyInfo> *p_params, bool p_get_groups = false) const;
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void set_default_texture_parameter(const StringName &p_name, const Ref<Texture> &p_texture, int p_index = 0);
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