material-maker/addons/procedural_material/node_base.gd

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GDScript3
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tool
extends GraphNode
# A class that provides the shader node interface for a node port
class OutPort:
var node = null
var port = null
func get_shader_code(uv):
return node.get_shader_code(uv, port)
func generate_shader():
return node.generate_shader(port)
func get_textures():
return node.get_textures()
var generated = false
var generated_variants = []
var property_widgets = []
func _ready():
pass
func initialize_properties(object_list):
property_widgets = object_list
for o in object_list:
if o == null:
print("error in node "+name)
elif o is LineEdit:
set(o.name, float(o.text))
o.connect("text_changed", self, "_on_text_changed", [ o.name ])
elif o is SpinBox:
set(o.name, o.value)
o.connect("value_changed", self, "_on_value_changed", [ o.name ])
elif o is OptionButton:
set(o.name, o.selected)
o.connect("item_selected", self, "_on_value_changed", [ o.name ])
elif o is CheckBox:
set(o.name, o.pressed)
o.connect("toggled", self, "_on_value_changed", [ o.name ])
elif o is ColorPickerButton:
set(o.name, o.color)
o.connect("color_changed", self, "_on_color_changed", [ o.name ])
func get_seed():
return int(offset.x)*3+int(offset.y)*5
func update_property_widgets():
for o in property_widgets:
if o is LineEdit:
o.text = str(get(o.name))
elif o is SpinBox:
o.value = get(o.name)
elif o is OptionButton:
o.selected = get(o.name)
elif o is CheckBox:
o.pressed = get(o.name)
elif o is ColorPickerButton:
o.color = get(o.name)
func update_shaders():
get_parent().send_changed_signal()
func _on_text_changed(new_text, variable):
set(variable, float(new_text))
update_shaders()
func _on_value_changed(new_value, variable):
set(variable, new_value)
update_shaders()
func _on_color_changed(new_color, variable):
set(variable, new_color)
update_shaders()
func get_source(index = 0):
for c in get_parent().get_connection_list():
if c.to == name and c.to_port == index:
if c.from_port == 0:
return get_parent().get_node(c.from)
else:
var out_port = OutPort.new()
out_port.node = get_parent().get_node(c.from)
out_port.port = c.from_port
return out_port
return null
func get_source_f(source):
var rv
if source.has("rgb"):
rv = "dot("+source.rgb+", vec3(1.0))/3.0"
elif source.has("f"):
rv = source.f
else:
rv = "***error***"
return rv
func get_source_rgb(source):
var rv
if source.has("rgb"):
rv = source.rgb
elif source.has("f"):
rv = "vec3("+source.f+")"
else:
rv = "***error***"
return rv
func reset():
generated = false
generated_variants = []
func get_shader_code(uv, slot = 0):
var rv
if slot == 0:
rv = _get_shader_code(uv)
else:
rv = _get_shader_code(uv, slot)
if !rv.has("f"):
if rv.has("rgb"):
rv.f = "(dot("+rv.rgb+", vec3(1.0))/3.0)"
else:
rv.f = "0.0"
if !rv.has("rgb"):
if rv.has("f"):
rv.rgb = "vec3("+rv.f+")"
else:
rv.f = "vec3(0.0)"
return rv
func get_textures():
var list = {}
for i in range(get_connection_input_count()):
var source = get_source(i)
if source != null:
var source_list = source.get_textures()
for k in source_list.keys():
list[k] = source_list[k]
return list
func serialize_element(e):
if typeof(e) == TYPE_COLOR:
return { type= "Color", r=e.r, g=e.g, b=e.b, a=e.a }
return e
func deserialize_element(e):
if typeof(e) == TYPE_DICTIONARY:
if e.has("type") and e.type == "Color":
return Color(e.r, e.g, e.b, e.a)
return e
func do_generate_shader(src_code):
var code
code = "shader_type canvas_item;\n"
var file = File.new()
file.open("res://addons/procedural_material/common.shader", File.READ)
code += file.get_as_text()
code += "\n"
var shader_code = src_code.defs
shader_code += "void fragment() {\n"
shader_code += src_code.code
shader_code += "COLOR = vec4("+src_code.rgb+", 1.0);\n"
shader_code += "}\n"
#print("GENERATED SHADER:\n"+shader_code)
code += shader_code
return code
func generate_shader(slot = 0):
# Reset all nodes
for c in get_parent().get_children():
if c is GraphNode:
c.reset()
return do_generate_shader(get_shader_code("UV", slot))
func serialize():
var type = get_script().resource_path
type = type.right(type.find_last("/")+1)
type = type.left(type.find_last("."))
var data = { name=name, type=type, node_position={x=offset.x, y=offset.y} }
for w in property_widgets:
var v = w.name
data[v] = serialize_element(get(v))
return data
func deserialize(data):
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if data.has("node_position"):
offset = Vector2(data.node_position.x, data.node_position.y)
for w in property_widgets:
var variable = w.name
if data.has(variable):
var value = deserialize_element(data[variable])
set(variable, value)
update_property_widgets()
# Render targets again for multipass filters
func rerender_targets():
for c in get_parent().get_connection_list():
if c.from == name:
var node = get_parent().get_node(c.to)
if node != null and node is GraphNode:
node._rerender()
func _rerender():
rerender_targets()
# Generic code for convolution nodes
func get_convolution_shader(convolution):
var shader_code
shader_code = "shader_type canvas_item;\n"
shader_code += "uniform sampler2D input_tex;\n"
shader_code += "void fragment() {\n"
shader_code += "vec3 color = vec3(0.0);\n"
for dy in range(-convolution.y, convolution.y+1):
for dx in range(-convolution.x, convolution.x+1):
var i = (2*convolution.x+1)*(dy+convolution.y)+dx+convolution.x
var coef = convolution.kernel[i]
if typeof(coef) == TYPE_INT:
coef = float(coef)
if typeof(coef) == TYPE_REAL:
coef = Vector3(coef, coef, coef)
if typeof(coef) != TYPE_VECTOR3 or coef == Vector3(0, 0, 0):
continue
shader_code += "color += vec3(%.9f, %.9f, %.9f) * textureLod(input_tex, UV+vec2(%.9f, %.9f), %.9f).rgb;\n" % [ coef.x, coef.y, coef.z, dx*convolution.epsilon, dy*convolution.epsilon, convolution.epsilon ]
if convolution.has("scale_before_normalize"):
shader_code += "color *= %.9f;\n" % [ convolution.scale_before_normalize ]
if convolution.has("translate_before_normalize"):
shader_code += "color += vec3(%.9f, %.9f, %.9f);\n" % [ convolution.translate_before_normalize.x, convolution.translate_before_normalize.y, convolution.translate_before_normalize.z ]
if convolution.has("normalize") and convolution.normalize:
shader_code += "color = normalize(color);\n"
if convolution.has("scale"):
shader_code += "color *= %.9f;\n" % [ convolution.scale ]
if convolution.has("translate"):
shader_code += "color += vec3(%.9f, %.9f, %.9f);\n" % [ convolution.translate.x, convolution.translate.y, convolution.translate.z ]
shader_code += "COLOR = vec4(color, 1.0);\n"
shader_code += "}\n"
return shader_code;
func get_shader_code_convolution(src, convolution, uv):
var rv = { defs="", code="" }
var variant_index = generated_variants.find(uv)
var need_defs = false
if generated_variants.empty():
need_defs = true
if variant_index == -1:
variant_index = generated_variants.size()
generated_variants.append(uv)
var inputs_code = ""
var code = "vec3 %s_%d_rgb = " % [ name, variant_index ]
rv.code += inputs_code + code
rv.rgb = name+"_"+str(variant_index)+"_rgb"
return rv