Fix visual shader graph not correctly updating when multiple tabs opened

This commit is contained in:
Yuri Rubinsky 2022-07-16 09:59:20 +03:00
parent ae5668f81e
commit f05fce405e
6 changed files with 127 additions and 91 deletions

View File

@ -923,6 +923,15 @@ ShaderEditor *ShaderEditorPlugin::get_shader_editor(const Ref<Shader> &p_for_sha
return nullptr;
}
VisualShaderEditor *ShaderEditorPlugin::get_visual_shader_editor(const Ref<Shader> &p_for_shader) {
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
if (edited_shaders[i].shader == p_for_shader) {
return edited_shaders[i].visual_shader_editor;
}
}
return nullptr;
}
void ShaderEditorPlugin::save_external_data() {
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
if (edited_shaders[i].shader_editor) {
@ -950,6 +959,7 @@ void ShaderEditorPlugin::_close_shader(int p_index) {
memdelete(c);
edited_shaders.remove_at(index);
_update_shader_list();
EditorNode::get_singleton()->get_undo_redo()->clear_history(); // To prevent undo on deleted graphs.
}
void ShaderEditorPlugin::_resource_saved(Object *obj) {

View File

@ -209,6 +209,7 @@ public:
virtual void selected_notify() override;
ShaderEditor *get_shader_editor(const Ref<Shader> &p_for_shader);
VisualShaderEditor *get_visual_shader_editor(const Ref<Shader> &p_for_shader);
virtual void save_external_data() override;
virtual void apply_changes() override;

View File

@ -40,6 +40,7 @@
#include "editor/editor_node.h"
#include "editor/editor_properties.h"
#include "editor/editor_scale.h"
#include "editor/plugins/shader_editor_plugin.h"
#include "scene/animation/animation_player.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/panel.h"
@ -72,6 +73,10 @@ const int MAX_FLOAT_CONST_DEFS = sizeof(float_constant_defs) / sizeof(FloatConst
///////////////////
void VisualShaderNodePlugin::set_editor(VisualShaderEditor *p_editor) {
vseditor = p_editor;
}
Control *VisualShaderNodePlugin::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
Object *ret;
if (GDVIRTUAL_CALL(_create_editor, p_parent_resource, p_node, ret)) {
@ -115,6 +120,10 @@ void VisualShaderGraphPlugin::_bind_methods() {
ClassDB::bind_method("update_curve_xyz", &VisualShaderGraphPlugin::update_curve_xyz);
}
void VisualShaderGraphPlugin::set_editor(VisualShaderEditor *p_editor) {
editor = p_editor;
}
void VisualShaderGraphPlugin::register_shader(VisualShader *p_shader) {
visual_shader = Ref<VisualShader>(p_shader);
}
@ -186,10 +195,6 @@ void VisualShaderGraphPlugin::set_input_port_default_value(VisualShader::Type p_
switch (p_value.get_type()) {
case Variant::COLOR: {
VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
if (!editor) {
break;
}
button->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
Callable ce = callable_mp(editor, &VisualShaderEditor::_draw_color_over_button);
@ -337,10 +342,6 @@ void VisualShaderGraphPlugin::register_uniform_name(int p_node_id, LineEdit *p_u
}
void VisualShaderGraphPlugin::update_theme() {
VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
if (!editor) {
return;
}
vector_expanded_color[0] = editor->get_theme_color(SNAME("axis_x_color"), SNAME("Editor")); // red
vector_expanded_color[1] = editor->get_theme_color(SNAME("axis_y_color"), SNAME("Editor")); // green
vector_expanded_color[2] = editor->get_theme_color(SNAME("axis_z_color"), SNAME("Editor")); // blue
@ -351,10 +352,6 @@ void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) {
if (!visual_shader.is_valid() || p_type != visual_shader->get_shader_type()) {
return;
}
VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
if (!editor) {
return;
}
GraphEdit *graph = editor->graph;
if (!graph) {
return;
@ -474,6 +471,12 @@ void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) {
node->set_custom_minimum_size(Size2(200 * EDSCALE, 0));
}
Ref<VisualShaderNodeUniformRef> uniform_ref = vsnode;
if (uniform_ref.is_valid()) {
uniform_ref->set_shader_rid(visual_shader->get_rid());
uniform_ref->update_uniform_type();
}
Ref<VisualShaderNodeUniform> uniform = vsnode;
HBoxContainer *hb = nullptr;
@ -1035,10 +1038,6 @@ void VisualShaderGraphPlugin::remove_node(VisualShader::Type p_type, int p_id) {
}
void VisualShaderGraphPlugin::connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
if (!editor) {
return;
}
GraphEdit *graph = editor->graph;
if (!graph) {
return;
@ -1055,10 +1054,6 @@ void VisualShaderGraphPlugin::connect_nodes(VisualShader::Type p_type, int p_fro
}
void VisualShaderGraphPlugin::disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
if (!editor) {
return;
}
GraphEdit *graph = editor->graph;
if (!graph) {
return;
@ -1085,6 +1080,10 @@ VisualShaderGraphPlugin::~VisualShaderGraphPlugin() {
/////////////////
Vector2 VisualShaderEditor::selection_center;
List<VisualShaderEditor::CopyItem> VisualShaderEditor::copy_items_buffer;
List<VisualShader::Connection> VisualShaderEditor::copy_connections_buffer;
void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
bool changed = false;
if (p_visual_shader) {
@ -1602,7 +1601,7 @@ void VisualShaderEditor::_update_created_node(GraphNode *node) {
}
void VisualShaderEditor::_update_uniforms(bool p_update_refs) {
VisualShaderNodeUniformRef::clear_uniforms();
VisualShaderNodeUniformRef::clear_uniforms(visual_shader->get_rid());
for (int t = 0; t < VisualShader::TYPE_MAX; t++) {
Vector<int> tnodes = visual_shader->get_node_list((VisualShader::Type)t);
@ -1640,7 +1639,7 @@ void VisualShaderEditor::_update_uniforms(bool p_update_refs) {
} else {
uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_SAMPLER;
}
VisualShaderNodeUniformRef::add_uniform(uniform->get_uniform_name(), uniform_type);
VisualShaderNodeUniformRef::add_uniform(visual_shader->get_rid(), uniform->get_uniform_name(), uniform_type);
}
}
}
@ -2645,7 +2644,6 @@ void VisualShaderEditor::_add_node(int p_idx, const Vector<Variant> &p_ops, Stri
_setup_node(vsn, p_ops);
}
VisualShaderNodeUniformRef *uniform_ref = Object::cast_to<VisualShaderNodeUniformRef>(vsn);
if (uniform_ref && to_node != -1 && to_slot != -1) {
VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
bool success = false;
@ -4644,10 +4642,7 @@ void VisualShaderEditor::_bind_methods() {
ClassDB::bind_method("_is_available", &VisualShaderEditor::_is_available);
}
VisualShaderEditor *VisualShaderEditor::singleton = nullptr;
VisualShaderEditor::VisualShaderEditor() {
singleton = this;
ShaderLanguage::get_keyword_list(&keyword_list);
graph = memnew(GraphEdit);
@ -5635,9 +5630,11 @@ VisualShaderEditor::VisualShaderEditor() {
Ref<VisualShaderNodePluginDefault> default_plugin;
default_plugin.instantiate();
default_plugin->set_editor(this);
add_plugin(default_plugin);
graph_plugin.instantiate();
graph_plugin->set_editor(this);
property_editor = memnew(CustomPropertyEditor);
add_child(property_editor);
@ -5648,6 +5645,7 @@ VisualShaderEditor::VisualShaderEditor() {
class VisualShaderNodePluginInputEditor : public OptionButton {
GDCLASS(VisualShaderNodePluginInputEditor, OptionButton);
VisualShaderEditor *editor = nullptr;
Ref<VisualShaderNodeInput> input;
public:
@ -5660,13 +5658,11 @@ public:
}
void _item_selected(int p_item) {
VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
if (editor) {
editor->call_deferred(SNAME("_input_select_item"), input, get_item_text(p_item));
}
editor->call_deferred(SNAME("_input_select_item"), input, get_item_text(p_item));
}
void setup(const Ref<VisualShaderNodeInput> &p_input) {
void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeInput> &p_input) {
editor = p_editor;
input = p_input;
Ref<Texture2D> type_icon[] = {
EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
@ -5699,6 +5695,7 @@ public:
class VisualShaderNodePluginVaryingEditor : public OptionButton {
GDCLASS(VisualShaderNodePluginVaryingEditor, OptionButton);
VisualShaderEditor *editor = nullptr;
Ref<VisualShaderNodeVarying> varying;
public:
@ -5709,13 +5706,11 @@ public:
}
void _item_selected(int p_item) {
VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
if (editor) {
editor->call_deferred(SNAME("_varying_select_item"), varying, get_item_text(p_item));
}
editor->call_deferred(SNAME("_varying_select_item"), varying, get_item_text(p_item));
}
void setup(const Ref<VisualShaderNodeVarying> &p_varying, VisualShader::Type p_type) {
void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeVarying> &p_varying, VisualShader::Type p_type) {
editor = p_editor;
varying = p_varying;
Ref<Texture2D> type_icon[] = {
@ -5776,6 +5771,7 @@ public:
class VisualShaderNodePluginUniformRefEditor : public OptionButton {
GDCLASS(VisualShaderNodePluginUniformRefEditor, OptionButton);
VisualShaderEditor *editor = nullptr;
Ref<VisualShaderNodeUniformRef> uniform_ref;
public:
@ -5788,13 +5784,11 @@ public:
}
void _item_selected(int p_item) {
VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
if (editor) {
editor->call_deferred(SNAME("_uniform_select_item"), uniform_ref, get_item_text(p_item));
}
editor->call_deferred(SNAME("_uniform_select_item"), uniform_ref, get_item_text(p_item));
}
void setup(const Ref<VisualShaderNodeUniformRef> &p_uniform_ref) {
void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeUniformRef> &p_uniform_ref) {
editor = p_editor;
uniform_ref = p_uniform_ref;
Ref<Texture2D> type_icon[] = {
@ -5828,6 +5822,7 @@ public:
class VisualShaderNodePluginDefaultEditor : public VBoxContainer {
GDCLASS(VisualShaderNodePluginDefaultEditor, VBoxContainer);
VisualShaderEditor *editor = nullptr;
Ref<Resource> parent_resource;
int node_id = 0;
VisualShader::Type shader_type;
@ -5861,13 +5856,10 @@ public:
}
}
if (p_property != "constant") {
VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
if (editor) {
VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
if (graph_plugin) {
undo_redo->add_do_method(graph_plugin, "update_node_deferred", shader_type, node_id);
undo_redo->add_undo_method(graph_plugin, "update_node_deferred", shader_type, node_id);
}
VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
if (graph_plugin) {
undo_redo->add_do_method(graph_plugin, "update_node_deferred", shader_type, node_id);
undo_redo->add_undo_method(graph_plugin, "update_node_deferred", shader_type, node_id);
}
}
undo_redo->commit_action();
@ -5903,7 +5895,8 @@ public:
}
}
void setup(Ref<Resource> p_parent_resource, Vector<EditorProperty *> p_properties, const Vector<StringName> &p_names, const HashMap<StringName, String> &p_overrided_names, Ref<VisualShaderNode> p_node) {
void setup(VisualShaderEditor *p_editor, Ref<Resource> p_parent_resource, Vector<EditorProperty *> p_properties, const Vector<StringName> &p_names, const HashMap<StringName, String> &p_overrided_names, Ref<VisualShaderNode> p_node) {
editor = p_editor;
parent_resource = p_parent_resource;
updating = false;
node = p_node;
@ -5956,19 +5949,19 @@ Control *VisualShaderNodePluginDefault::create_editor(const Ref<Resource> &p_par
if (p_shader.is_valid() && (p_node->is_class("VisualShaderNodeVaryingGetter") || p_node->is_class("VisualShaderNodeVaryingSetter"))) {
VisualShaderNodePluginVaryingEditor *editor = memnew(VisualShaderNodePluginVaryingEditor);
editor->setup(p_node, p_shader->get_shader_type());
editor->setup(vseditor, p_node, p_shader->get_shader_type());
return editor;
}
if (p_node->is_class("VisualShaderNodeUniformRef")) {
VisualShaderNodePluginUniformRefEditor *editor = memnew(VisualShaderNodePluginUniformRefEditor);
editor->setup(p_node);
editor->setup(vseditor, p_node);
return editor;
}
if (p_node->is_class("VisualShaderNodeInput")) {
VisualShaderNodePluginInputEditor *editor = memnew(VisualShaderNodePluginInputEditor);
editor->setup(p_node);
editor->setup(vseditor, p_node);
return editor;
}
@ -6023,22 +6016,22 @@ Control *VisualShaderNodePluginDefault::create_editor(const Ref<Resource> &p_par
properties.push_back(pinfo[i].name);
}
VisualShaderNodePluginDefaultEditor *editor = memnew(VisualShaderNodePluginDefaultEditor);
editor->setup(p_parent_resource, editors, properties, p_node->get_editable_properties_names(), p_node);
editor->setup(vseditor, p_parent_resource, editors, properties, p_node->get_editable_properties_names(), p_node);
return editor;
}
void EditorPropertyShaderMode::_option_selected(int p_which) {
VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
if (!editor) {
Ref<VisualShader> visual_shader(Object::cast_to<VisualShader>(get_edited_object()));
if (visual_shader->get_mode() == p_which) {
return;
}
//will not use this, instead will do all the logic setting manually
//emit_signal(SNAME("property_changed"), get_edited_property(), p_which);
Ref<VisualShader> visual_shader(Object::cast_to<VisualShader>(get_edited_object()));
if (visual_shader->get_mode() == p_which) {
ShaderEditorPlugin *shader_editor = Object::cast_to<ShaderEditorPlugin>(EditorNode::get_singleton()->get_editor_data().get_editor("Shader"));
if (!shader_editor) {
return;
}
VisualShaderEditor *editor = shader_editor->get_visual_shader_editor(visual_shader);
if (!editor) {
return;
}
@ -6145,10 +6138,10 @@ bool EditorInspectorShaderModePlugin::can_handle(Object *p_object) {
bool EditorInspectorShaderModePlugin::parse_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const uint32_t p_usage, const bool p_wide) {
if (p_path == "mode" && p_object->is_class("VisualShader") && p_type == Variant::INT) {
EditorPropertyShaderMode *editor = memnew(EditorPropertyShaderMode);
EditorPropertyShaderMode *mode_editor = memnew(EditorPropertyShaderMode);
Vector<String> options = p_hint_text.split(",");
editor->setup(options);
add_property_editor(p_path, editor);
mode_editor->setup(options);
add_property_editor(p_path, mode_editor);
return true;
}

View File

@ -42,15 +42,21 @@
#include "scene/gui/tree.h"
#include "scene/resources/visual_shader.h"
class VisualShaderEditor;
class VisualShaderNodePlugin : public RefCounted {
GDCLASS(VisualShaderNodePlugin, RefCounted);
protected:
VisualShaderEditor *vseditor = nullptr;
protected:
static void _bind_methods();
GDVIRTUAL2RC(Object *, _create_editor, Ref<Resource>, Ref<VisualShaderNode>)
public:
void set_editor(VisualShaderEditor *p_editor);
virtual Control *create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node);
};
@ -58,6 +64,8 @@ class VisualShaderGraphPlugin : public RefCounted {
GDCLASS(VisualShaderGraphPlugin, RefCounted);
private:
VisualShaderEditor *editor = nullptr;
struct InputPort {
Button *default_input_button = nullptr;
};
@ -91,6 +99,7 @@ protected:
static void _bind_methods();
public:
void set_editor(VisualShaderEditor *p_editor);
void register_shader(VisualShader *p_visual_shader);
void set_connections(const List<VisualShader::Connection> &p_connections);
void register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node);
@ -324,8 +333,6 @@ class VisualShaderEditor : public VBoxContainer {
void _update_preview();
String _get_description(int p_idx);
static VisualShaderEditor *singleton;
struct DragOp {
VisualShader::Type type = VisualShader::Type::TYPE_MAX;
int node = 0;
@ -403,9 +410,9 @@ class VisualShaderEditor : public VBoxContainer {
void _duplicate_nodes();
Vector2 selection_center;
List<CopyItem> copy_items_buffer;
List<VisualShader::Connection> copy_connections_buffer;
static Vector2 selection_center;
static List<CopyItem> copy_items_buffer;
static List<VisualShader::Connection> copy_connections_buffer;
void _clear_copy_buffer();
void _copy_nodes(bool p_cut);
@ -482,7 +489,6 @@ public:
void add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
void remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
static VisualShaderEditor *get_singleton() { return singleton; }
VisualShaderGraphPlugin *get_graph_plugin() { return graph_plugin.ptr(); }
void clear_custom_types();

View File

@ -30,6 +30,7 @@
#include "visual_shader.h"
#include "core/templates/rb_map.h"
#include "core/templates/vmap.h"
#include "servers/rendering/shader_types.h"
#include "visual_shader_nodes.h"
@ -3189,18 +3190,18 @@ VisualShaderNodeInput::VisualShaderNodeInput() {
////////////// UniformRef
List<VisualShaderNodeUniformRef::Uniform> uniforms;
RBMap<RID, List<VisualShaderNodeUniformRef::Uniform>> uniforms;
void VisualShaderNodeUniformRef::add_uniform(const String &p_name, UniformType p_type) {
uniforms.push_back({ p_name, p_type });
void VisualShaderNodeUniformRef::add_uniform(RID p_shader_rid, const String &p_name, UniformType p_type) {
uniforms[p_shader_rid].push_back({ p_name, p_type });
}
void VisualShaderNodeUniformRef::clear_uniforms() {
uniforms.clear();
void VisualShaderNodeUniformRef::clear_uniforms(RID p_shader_rid) {
uniforms[p_shader_rid].clear();
}
bool VisualShaderNodeUniformRef::has_uniform(const String &p_name) {
for (const VisualShaderNodeUniformRef::Uniform &E : uniforms) {
bool VisualShaderNodeUniformRef::has_uniform(RID p_shader_rid, const String &p_name) {
for (const VisualShaderNodeUniformRef::Uniform &E : uniforms[p_shader_rid]) {
if (E.name == p_name) {
return true;
}
@ -3313,14 +3314,24 @@ String VisualShaderNodeUniformRef::get_output_port_name(int p_port) const {
return "";
}
void VisualShaderNodeUniformRef::set_shader_rid(const RID &p_shader_rid) {
shader_rid = p_shader_rid;
}
void VisualShaderNodeUniformRef::set_uniform_name(const String &p_name) {
uniform_name = p_name;
if (shader_rid.is_valid()) {
update_uniform_type();
}
emit_changed();
}
void VisualShaderNodeUniformRef::update_uniform_type() {
if (uniform_name != "[None]") {
uniform_type = get_uniform_type_by_name(uniform_name);
} else {
uniform_type = UniformType::UNIFORM_TYPE_FLOAT;
}
emit_changed();
}
String VisualShaderNodeUniformRef::get_uniform_name() const {
@ -3328,35 +3339,45 @@ String VisualShaderNodeUniformRef::get_uniform_name() const {
}
int VisualShaderNodeUniformRef::get_uniforms_count() const {
return uniforms.size();
ERR_FAIL_COND_V(!shader_rid.is_valid(), 0);
return uniforms[shader_rid].size();
}
String VisualShaderNodeUniformRef::get_uniform_name_by_index(int p_idx) const {
if (p_idx >= 0 && p_idx < uniforms.size()) {
return uniforms[p_idx].name;
ERR_FAIL_COND_V(!shader_rid.is_valid(), String());
if (p_idx >= 0 && p_idx < uniforms[shader_rid].size()) {
return uniforms[shader_rid][p_idx].name;
}
return "";
}
VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_name(const String &p_name) const {
for (int i = 0; i < uniforms.size(); i++) {
if (uniforms[i].name == p_name) {
return uniforms[i].type;
ERR_FAIL_COND_V(!shader_rid.is_valid(), UNIFORM_TYPE_FLOAT);
for (int i = 0; i < uniforms[shader_rid].size(); i++) {
if (uniforms[shader_rid][i].name == p_name) {
return uniforms[shader_rid][i].type;
}
}
return UniformType::UNIFORM_TYPE_FLOAT;
}
VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_index(int p_idx) const {
if (p_idx >= 0 && p_idx < uniforms.size()) {
return uniforms[p_idx].type;
ERR_FAIL_COND_V(!shader_rid.is_valid(), UNIFORM_TYPE_FLOAT);
if (p_idx >= 0 && p_idx < uniforms[shader_rid].size()) {
return uniforms[shader_rid][p_idx].type;
}
return UniformType::UNIFORM_TYPE_FLOAT;
}
VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_port_type_by_index(int p_idx) const {
if (p_idx >= 0 && p_idx < uniforms.size()) {
switch (uniforms[p_idx].type) {
ERR_FAIL_COND_V(!shader_rid.is_valid(), PORT_TYPE_SCALAR);
if (p_idx >= 0 && p_idx < uniforms[shader_rid].size()) {
switch (uniforms[shader_rid][p_idx].type) {
case UniformType::UNIFORM_TYPE_FLOAT:
return PORT_TYPE_SCALAR;
case UniformType::UNIFORM_TYPE_INT:

View File

@ -561,6 +561,7 @@ public:
};
private:
RID shader_rid;
String uniform_name = "[None]";
UniformType uniform_type = UniformType::UNIFORM_TYPE_FLOAT;
@ -568,9 +569,9 @@ protected:
static void _bind_methods();
public:
static void add_uniform(const String &p_name, UniformType p_type);
static void clear_uniforms();
static bool has_uniform(const String &p_name);
static void add_uniform(RID p_shader_rid, const String &p_name, UniformType p_type);
static void clear_uniforms(RID p_shader_rid);
static bool has_uniform(RID p_shader_rid, const String &p_name);
public:
virtual String get_caption() const override;
@ -583,9 +584,13 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
void set_shader_rid(const RID &p_shader);
void set_uniform_name(const String &p_name);
String get_uniform_name() const;
void update_uniform_type();
void _set_uniform_type(int p_uniform_type);
int _get_uniform_type() const;