Removed the gdscript version of MMMaterial, MMNode, and the universal property.

This commit is contained in:
Relintai 2022-06-07 12:59:25 +02:00
parent d5966526aa
commit 5562524cc8
3 changed files with 0 additions and 576 deletions

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tool
#class_name MMMaterial
extends Resource
#threads are implemented using my thread pool engine module.
#if you want to use this without that module in your engine set this to false,
#and comment out the lines that give errors
const USE_THREADS = true
export(Vector2) var image_size : Vector2 = Vector2(128, 128)
export(Array) var nodes : Array
var initialized : bool = false
var rendering : bool = false
var queued_render : bool = false
var job : ThreadPoolExecuteJob = ThreadPoolExecuteJob.new()
func initialize():
if !initialized:
initialized = true
job.setup(self, "_thread_func")
for n in nodes:
n.init_properties()
n.connect("changed", self, "on_node_changed")
func add_node(node : MMNode) -> void:
nodes.append(node)
node.connect("changed", self, "on_node_changed")
emit_changed()
func remove_node(node : MMNode) -> void:
if !node:
return
for op in node.output_properties:
for n in nodes:
if n:
for ip in n.input_properties:
if ip.input_property == op:
ip.set_input_property(null)
nodes.erase(node)
node.disconnect("changed", self, "on_node_changed")
emit_changed()
func render() -> void:
initialize()
if rendering:
queued_render = true
return
if USE_THREADS:
render_threaded()
else:
render_non_threaded()
func render_non_threaded() -> void:
var did_render : bool = true
while did_render:
did_render = false
for n in nodes:
if n && n.render(self):
did_render = true
func render_threaded() -> void:
job.cancelled = false
if !ThreadPool.has_job(job):
ThreadPool.add_job(job)
func _thread_func() -> void:
if job.cancelled:
rendering = false
return
rendering = true
job.cancelled = false
var did_render : bool = true
while did_render:
did_render = false
for n in nodes:
if n && n.render(self):
did_render = true
if job.cancelled:
rendering = false
return
rendering = false
if queued_render:
queued_render = false
_thread_func()
func cancel_render_and_wait() -> void:
if rendering:
ThreadPool.cancel_job_wait(job)
job.cancelled = false
pass
func on_node_changed() -> void:
emit_changed()
call_deferred("render")

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tool
#class_name MMNode
extends Resource
export(Vector2) var graph_position : Vector2 = Vector2()
var input_properties : Array
var output_properties : Array
var properties_initialized : bool = false
var dirty : bool = true
#MMMaterial
func render(material) -> bool:
if !dirty:
return false
for p in input_properties:
if p.input_property && p.input_property.owner.dirty:
return false
_render(material)
dirty = false
return true
#MMMaterial
func _render(material) -> void:
pass
func _render_image(material) -> Image:
var image : Image = Image.new()
image.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8)
image.lock()
var w : float = image.get_width()
var h : float = image.get_height()
var pseed : float = randf() + randi()
# for x in range(image.get_width()):
# for y in range(image.get_height()):
# var v : Vector2 = Vector2(x / w, y / h)
#
# var col : Color = get_value_for(v, pseed)
#
# image.set_pixel(x, y, col)
image.unlock()
return image
func _get_value_for(uv : Vector2, pseed : int) -> Color:
return Color()
func init_properties() -> void:
if !properties_initialized:
properties_initialized = true
_init_properties()
func _init_properties() -> void:
pass
func register_methods(mm_graph_node) -> void:
init_properties()
_register_methods(mm_graph_node)
func _register_methods(mm_graph_node) -> void:
pass
func get_graph_position() -> Vector2:
return graph_position
func set_graph_position(pos : Vector2) -> void:
graph_position = pos
emit_changed()
func register_input_property(prop : MMNodeUniversalProperty) -> void:
#prop.owner = self
if !prop.is_connected("changed", self, "on_input_property_changed"):
prop.connect("changed", self, "on_input_property_changed")
input_properties.append(prop)
func unregister_input_property(prop : MMNodeUniversalProperty) -> void:
#if prop.owner == self:
# prop.owner = null
if prop.is_connected("changed", self, "on_input_property_changed"):
prop.disconnect("changed", self, "on_input_property_changed")
input_properties.erase(prop)
func register_output_property(prop : MMNodeUniversalProperty) -> void:
#prop.owner = self
output_properties.append(prop)
func unregister_output_property(prop : MMNodeUniversalProperty) -> void:
if prop.owner == self:
prop.owner = null
output_properties.erase(prop)
func set_dirty(val : bool) -> void:
var changed : bool = val != dirty
dirty = val
if changed:
emit_changed()
func on_input_property_changed() -> void:
set_dirty(true)
emit_changed()
# Add it to the MMAlgos bing class instead.
# Not a perfect fit, but a better fit.
#func editor_register_node_class(category : String, cls : String)
# -> c++ method, adds node to the editor gui (add button)
# in gdscript a plugin should instance an MMNode and call it to populate the add menu
# with MMNodes
# in c++ it should have a static counterpart.
# register_types should populate c++ types with this
#func editor_unregister_node_class(category : String, cls : String)
#func editor_register_node_script(category : String, script_path : String)
# same as the above, but for scripts
#func editor_unregister_node_script(category : String, cls : String)

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tool
#class_name MMNodeUniversalProperty
extends Resource
enum SlotTypes {
SLOT_TYPE_NONE = -1,
SLOT_TYPE_IMAGE = 0,
SLOT_TYPE_INT = 1,
SLOT_TYPE_FLOAT = 2,
SLOT_TYPE_VECTOR2 = 3,
SLOT_TYPE_VECTOR3 = 4,
SLOT_TYPE_COLOR = 5,
SLOT_TYPE_UNIVERSAL = 6,
}
enum MMNodeUniversalPropertyDefaultType {
DEFAULT_TYPE_INT = 0,
DEFAULT_TYPE_FLOAT = 1,
DEFAULT_TYPE_VECTOR2 = 2,
DEFAULT_TYPE_VECTOR3 = 3,
DEFAULT_TYPE_COLOR = 4,
DEFAULT_TYPE_IMAGE = 5,
}
export(int, "Int,Float,Vector2,Vector3,Color,Image") var default_type : int
export(int) var default_int : int
export(float) var default_float : float
export(Vector2) var default_vector2 : Vector2
export(Vector3) var default_vector3 : Vector3
export(Color) var default_color : Color
export(Image) var default_image : Image
var get_value_from_owner : bool = false
var force_override : bool = false
#This is not exported on purpose!
var override_image : Image
#Should be a MMNodeUniversalProperty, but can't set it up like that
export(Resource) var input_property : Resource
var input_slot_type : int = SlotTypes.SLOT_TYPE_NONE
var output_slot_type : int = SlotTypes.SLOT_TYPE_NONE
var slot_name : String
var value_step : float = 0.1
var value_range : Vector2 = Vector2(-1000, 1000)
#MMNode
var owner
func _init():
if input_property:
input_property.connect("changed", self, "on_input_property_changed")
func get_value(uv : Vector2, skip_owner_val : bool = false):
if get_value_from_owner && !skip_owner_val:
return get_owner_value(uv)
if !input_property:
return get_default_value(uv)
if default_type == input_property.default_type:
return input_property.get_value(uv)
if default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_INT:
return to_int(input_property.get_value(uv))
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_FLOAT:
return to_float(input_property.get_value(uv))
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_VECTOR2:
return to_vector2(input_property.get_value(uv))
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_VECTOR3:
return to_vector3(input_property.get_value(uv))
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_COLOR:
return to_color(input_property.get_value(uv))
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE:
return to_color(input_property.get_value(uv))
return input_property.get_value(uv)
func get_owner_value(uv : Vector2):
if default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_INT:
return to_int(owner.get_property_value(uv))
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_FLOAT:
return to_float(owner.get_property_value(uv))
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_VECTOR2:
return to_vector2(owner.get_property_value(uv))
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_VECTOR3:
return to_vector3(owner.get_property_value(uv))
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_COLOR:
return to_color(owner.get_property_value(uv))
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE:
return to_color(owner.get_property_value(uv))
func get_value_or_zero(uv : Vector2, skip_owner_val : bool = false):
if get_value_from_owner && !skip_owner_val:
return get_owner_value(uv)
if !input_property:
return get_zero_value()
if default_type == input_property.default_type:
return input_property.get_value(uv)
if default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_INT:
return to_int(input_property.get_value(uv))
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_FLOAT:
return to_float(input_property.get_value(uv))
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_VECTOR2:
return to_vector2(input_property.get_value(uv))
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_VECTOR3:
return to_vector3(input_property.get_value(uv))
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_COLOR:
return to_color(input_property.get_value(uv))
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE:
return to_color(input_property.get_value(uv))
return input_property.get_value(uv)
func get_value_sdf3d(uv3 : Vector3, skip_owner_val : bool = false) -> Vector2:
if get_value_from_owner && !skip_owner_val:
return owner.get_property_value_sdf3d(uv3)
if !input_property:
return default_vector2
return input_property.get_value_sdf3d(uv3)
func to_int(val) -> int:
if val is int:
return val
if val is float:
return int(val)
if val is Vector2:
return int(val.x)
if val is Vector3:
return int(val.x)
if val is Color:
return int(val.r)
return 0
func to_float(val) -> float:
if val is float:
return val
if val is int:
return float(val)
if val is Vector2:
return float(val.x)
if val is Vector3:
return float(val.x)
if val is Color:
return float(val.r)
return 0.0
func to_vector2(val) -> Vector2:
if val is Vector2:
return val
if val is int:
return Vector2(val, val)
if val is float:
return Vector2(val, val)
if val is Vector3:
return Vector2(val.x, val.y)
if val is Color:
return Vector2(val.r, val.g)
return Vector2()
func to_vector3(val) -> Vector3:
if val is Vector3:
return val
if val is int:
return Vector3(val, val, val)
if val is float:
return Vector3(val, val, val)
if val is Vector2:
return Vector3(val.x, val.y, 0)
if val is Color:
return Vector3(val.r, val.g, val.b)
return Vector3()
func to_color(val) -> Color:
if val is Color:
return val
if val is int:
return Color(val, val, val, 1)
if val is float:
return Color(val, val, val, 1)
if val is Vector2:
return Color(val.x, val.y, 0, 1)
if val is Vector3:
return Color(val.x, val.y, val.z, 1)
return Color()
func set_value(val):
if default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE:
override_image = val
emit_changed()
return
set_default_value(val)
func get_zero_value():
if default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_INT:
return 0
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_FLOAT:
return 0.0
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_VECTOR2:
return Vector2()
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_VECTOR3:
return Vector3()
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_COLOR:
return Color()
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE:
return Color()
return null
func get_default_value(uv : Vector2 = Vector2()):
if default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_INT:
return default_int
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_FLOAT:
return default_float
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_VECTOR2:
return default_vector2
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_VECTOR3:
return default_vector3
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_COLOR:
return default_color
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE:
var image : Image = default_image
if override_image:
image = override_image
if !image:
return default_color
image.lock()
var x : int = uv.x * image.get_width()
var y : int = uv.y * image.get_height()
x = clamp(x, 0, image.get_width() - 1)
y = clamp(y, 0, image.get_width() - 1)
var c : Color = image.get_pixel(x, y)
image.unlock()
return c
return null
func set_default_value(val):
if default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_INT:
default_int = val
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_FLOAT:
default_float = val
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_VECTOR2:
default_vector2 = val
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_VECTOR3:
default_vector3 = val
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_COLOR:
default_color = val
elif default_type == MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE:
default_image = val
emit_changed()
func get_active_image() -> Image:
if !force_override && input_property:
return input_property.get_active_image()
if override_image:
return override_image
return default_image
func set_input_property(val : MMNodeUniversalProperty) -> void:
if input_property == val:
return
if input_property:
input_property.disconnect("changed", self, "on_input_property_changed")
input_property = val
if input_property:
input_property.connect("changed", self, "on_input_property_changed")
emit_changed()
# Because in UndiRedo if you pass null as the only argument it will look
# for a method with no arguments
func unset_input_property() -> void:
set_input_property(null)
func on_input_property_changed() -> void:
emit_changed()