material-maker/addons/procedural_material/graph_edit.gd

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4.4 KiB
GDScript3
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tool
extends GraphEdit
signal graph_changed
func _ready():
pass
func get_source(node, port):
for c in get_connection_list():
if c.to == node && c.to_port == port:
return { node=c.from, slot=c.from_port }
func add_node(node, position = null):
add_child(node)
if position != null:
node.offset = position
node.connect("close_request", self, "remove_node", [ node ])
func add_node_globalpos(node, global_position):
add_node(node, (scroll_offset + global_position - rect_global_position) / zoom)
func remove_node(node):
var node_name = node.name
for c in get_connection_list():
if c.from == node_name or c.to == node_name:
disconnect_node(c.from, c.from_port, c.to, c.to_port)
node.queue_free()
send_changed_signal()
func load_file(filename):
var file = File.new()
if file.open(filename, File.READ) != OK:
return
var data = parse_json(file.get_as_text())
file.close()
clear_connections()
for c in get_children():
if c is GraphNode:
remove_child(c)
c.free()
for n in data.nodes:
if !n.has("type"):
continue
var node_type = load("res://addons/procedural_material/nodes/"+n.type+".tscn")
if node_type != null:
var node = node_type.instance()
node.name = n.name
add_node(node)
node.deserialize(n)
for c in data.connections:
connect_node(c.from, c.from_port, c.to, c.to_port)
do_send_changed_signal()
func save_file(filename):
var data = { nodes = [] }
for c in get_children():
if c is GraphNode:
data.nodes.append(c.serialize())
data.connections = get_connection_list()
var file = File.new()
if file.open(filename, File.WRITE) == OK:
file.store_string(to_json(data))
file.close()
func send_changed_signal():
$Timer.start()
func do_send_changed_signal():
emit_signal("graph_changed")
func generate_shader(node):
var shader_type = 0
var code
if shader_type == 1:
code = "shader_type spatial;\n\n"
else:
code = "shader_type canvas_item;\n\n"
var file = File.new()
file.open("res://addons/procedural_material/shader_header.txt", File.READ)
code += file.get_as_text()
code += "\n"
for c in get_children():
if c is GraphNode:
c.generated = false
c.generated_variants = []
var src_code = node.get_shader_code("UV")
var shader_code = src_code.defs
shader_code += "void fragment() {\n"
shader_code += src_code.code
if shader_type == 1:
if src_code.has("albedo"):
shader_code += "ALBEDO = "+src_code.albedo+";\n"
if src_code.has("normal_map"):
shader_code += "NORMALMAP = "+src_code.normal_map+";\n"
else:
if src_code.has("rgb"):
shader_code += "COLOR = vec4("+src_code.rgb+", 1.0);\n"
elif src_code.has("f"):
shader_code += "COLOR = vec4(vec3("+src_code.f+"), 1.0);\n"
else:
shader_code += "COLOR = vec4(1.0);\n"
shader_code += "}\n"
#print("GENERATED SHADER:\n"+shader_code)
code += shader_code
return code
func setup_material(shader_material, textures, shader_code):
for k in textures.keys():
shader_material.set_shader_param(k+"_tex", textures[k])
shader_material.shader.code = shader_code
func export_texture(node, filename, size = 256):
if node != null:
$SaveViewport.size = Vector2(size, size)
$SaveViewport/ColorRect.rect_position = Vector2(0, 0)
$SaveViewport/ColorRect.rect_size = Vector2(size, size)
setup_material($SaveViewport/ColorRect.material, node.get_textures(), generate_shader(node))
$SaveViewport.render_target_update_mode = Viewport.UPDATE_ONCE
$SaveViewport.update_worlds()
$SaveViewport/Timer.start()
yield($SaveViewport/Timer, "timeout")
yield(get_tree(), "idle_frame")
var viewport_texture = $SaveViewport.get_texture()
var viewport_image = viewport_texture.get_data()
viewport_image.save_png("res://generated_image.png")
func precalculate_texture(node, size, object, method, args):
if node == null:
return null
$SaveViewport.size = Vector2(size, size)
$SaveViewport/ColorRect.rect_position = Vector2(0, 0)
$SaveViewport/ColorRect.rect_size = Vector2(size, size)
setup_material($SaveViewport/ColorRect.material, node.get_textures(), generate_shader(node))
$SaveViewport.render_target_update_mode = Viewport.UPDATE_ONCE
$SaveViewport.update_worlds()
$SaveViewport/Timer.start()
yield($SaveViewport/Timer, "timeout")
yield(get_tree(), "idle_frame")
var viewport_texture = $SaveViewport.get_texture()
var texture = ImageTexture.new()
texture.create_from_image(viewport_texture.get_data())
args.append(texture)
object.callv(method, args)
func _on_ColorRect_draw():
print("drawn")