material-maker/addons/material_maker/engine/gen_graph.gd

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GDScript3
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tool
extends MMGenBase
class_name MMGenGraph
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var label : String = "Graph"
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var connections = []
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var editable : bool = false
var transmits_seed : bool = true
signal connections_changed(removed_connections, added_connections)
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func fix_remotes() -> void:
for c in get_children():
if c is MMGenRemote:
c.fix()
func _post_load() -> void:
fix_remotes()
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func has_randomness() -> bool:
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if !transmits_seed:
return false
for c in get_children():
if c.has_randomness() and !c.is_seed_locked():
return true
return false
func get_type() -> String:
return "graph"
func get_type_name() -> String:
return label
func toggle_editable() -> bool:
editable = !editable
if editable:
model = null
return true
func is_editable() -> bool:
return editable
func get_parameter_defs() -> Array:
if has_node("gen_parameters"):
return get_node("gen_parameters").get_parameter_defs()
return []
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func set_parameter(p, v) -> void:
if has_node("gen_parameters"):
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get_node("gen_parameters").set_parameter(p, v)
func get_input_defs() -> Array:
if has_node("gen_inputs"):
return get_node("gen_inputs").get_output_defs()
return []
func get_output_defs() -> Array:
if has_node("gen_outputs"):
return get_node("gen_outputs").get_input_defs()
return []
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func source_changed(input_index : int) -> void:
if has_node("gen_inputs"):
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get_node("gen_inputs").source_changed(input_index)
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func get_port_source(gen_name: String, input_index: int) -> OutputPort:
if gen_name == "gen_inputs":
var parent = get_parent()
if parent != null and parent.get_script() == get_script():
return parent.get_port_source(name, input_index)
else:
for c in connections:
if c.to == gen_name and c.to_port == input_index:
var src_gen = get_node(c.from)
if src_gen != null:
if src_gen.get_script() == get_script():
return src_gen.get_port_source("gen_outputs", c.from_port)
return OutputPort.new(src_gen, c.from_port)
return null
func get_port_targets(gen_name: String, output_index: int) -> Array:
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var rv = []
for c in connections:
if c.from == gen_name and c.from_port == output_index:
var tgt_gen = get_node(c.to)
if tgt_gen != null:
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rv.push_back(InputPort.new(tgt_gen, c.to_port))
return rv
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func add_generator(generator : MMGenBase) -> bool:
var name = generator.name
if generator.name == "Material":
if has_node("Material"):
# Cannot create a material if it exists already
return false
else:
var parent = get_parent()
if parent != null and parent is Object and parent.get_script() == get_script():
# Material is always in top level graph
return false
var index = 1
while has_node(name):
index += 1
name = generator.name + "_" + str(index)
generator.name = name
add_child(generator)
return true
func remove_generator(generator : MMGenBase) -> bool:
if !generator.can_be_deleted():
return false
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var new_connections = []
for c in connections:
if c.from != generator.name and c.to != generator.name:
new_connections.append(c)
connections = new_connections
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remove_child(generator)
fix_remotes()
generator.queue_free()
return true
func replace_generator(old : MMGenBase, new : MMGenBase) -> void:
new.name = old.name
new.position = old.position
remove_child(old)
old.free()
add_child(new)
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func get_connected_inputs(generator) -> Array:
var rv : Array = []
for c in connections:
if c.to == generator.name:
rv.push_back(c.to_port)
return rv
func get_connected_outputs(generator) -> Array:
var rv : Array = []
for c in connections:
if c.from == generator.name:
rv.push_back(c.from_port)
return rv
func connect_children(from, from_port : int, to, to_port : int) -> bool:
# check the new connection does not create a loop
var spreadlist = [ InputPort.new(to, to_port) ]
while !spreadlist.empty():
var input : InputPort = spreadlist.pop_front()
for o in input.generator.follow_input(input.input_index):
if o.generator == from and o.output_index == from_port:
return false
for t in o.generator.get_parent().get_port_targets(o.generator.name, o.output_index):
spreadlist.push_back(t)
# disconnect target
while true:
var remove = -1
for i in connections.size():
if connections[i].to == to.name and connections[i].to_port == to_port:
remove = i
break
if remove == -1:
break
connections.remove(remove)
# create new connection
connections.append({from=from.name, from_port=from_port, to=to.name, to_port=to_port})
to.source_changed(to_port)
return true
func disconnect_children(from, from_port : int, to, to_port : int) -> bool:
var new_connections : Array = []
for c in connections:
if c.from != from.name or c.from_port != from_port or c.to != to.name or c.to_port != to_port:
new_connections.push_back(c)
else:
to.source_changed(to_port)
connections = new_connections
return true
func reconnect_inputs(generator, reconnects : Dictionary) -> bool:
var new_connections : Array = []
var added_connections : Array = []
var removed_connections : Array = []
for c in connections:
if c.to == generator.name and reconnects.has(c.to_port):
removed_connections.push_back(c.duplicate(true))
if reconnects[c.to_port] < 0:
continue
c.to_port = reconnects[c.to_port]
added_connections.push_back(c.duplicate(true))
new_connections.push_back(c)
connections = new_connections
if !removed_connections.empty():
emit_signal("connections_changed", removed_connections, added_connections)
return true
func reconnect_outputs(generator, reconnects : Dictionary) -> bool:
var new_connections : Array = []
var added_connections : Array = []
var removed_connections : Array = []
for c in connections:
if c.from == generator.name and reconnects.has(c.from_port):
removed_connections.push_back(c.duplicate(true))
if reconnects[c.from_port] < 0:
continue
c.from_port = reconnects[c.from_port]
added_connections.push_back(c.duplicate(true))
new_connections.push_back(c)
connections = new_connections
if !removed_connections.empty():
emit_signal("connections_changed", removed_connections, added_connections)
return true
func _get_shader_code(uv : String, output_index : int, context : MMGenContext) -> Dictionary:
var outputs = get_node("gen_outputs")
if outputs != null:
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var rv = outputs._get_shader_code(uv, output_index, context)
while rv is GDScriptFunctionState:
rv = yield(rv, "completed")
return rv
return { globals=[], defs="", code="", textures={} }
func edit(node) -> void:
node.get_parent().call_deferred("update_view", self)
func create_subgraph(gens : Array) -> MMGenGraph:
# Remove material, gen_inputs and gen_outputs nodes
var generators = []
var center = Vector2(0, 0)
var left_bound = 65535
var right_bound = -65536
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var upper_bound = 65536
var count = 0
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# Filter group nodes and calculate boundin box
for g in gens:
if g.name != "Material" and g.name != "gen_inputs" and g.name != "gen_outputs":
generators.push_back(g)
var p = g.position
center += p
count += 1
if left_bound > p.x: left_bound = p.x
if right_bound < p.x: right_bound = p.x
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if upper_bound > p.y: upper_bound = p.y
if count == 0:
return null
center /= count
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# Create a new graph and add it to the current one
var new_graph = get_script().new()
new_graph.name = "graph"
add_generator(new_graph)
new_graph.position = center
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# Add grouped generators and keep their names
var names : Array = []
for g in generators:
names.push_back(g.name)
remove_child(g)
new_graph.add_generator(g)
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# Create inputs and outputs generators
var gen_inputs = MMGenIOs.new()
gen_inputs.name = "gen_inputs"
gen_inputs.position = Vector2(left_bound-300, center.y)
new_graph.add_generator(gen_inputs)
var gen_outputs = MMGenIOs.new()
gen_outputs.name = "gen_outputs"
gen_outputs.position = Vector2(right_bound+300, center.y)
new_graph.add_generator(gen_outputs)
# Process connections
var new_graph_connections = []
var my_new_connections = []
var inputs = []
var outputs = []
for c in connections:
var src_name = c.from+"."+str(c.from_port)
if names.find(c.from) != -1 and names.find(c.to) != -1:
new_graph_connections.push_back(c)
elif names.find(c.from) != -1:
var port_index = outputs.find(src_name)
if port_index == -1:
port_index = outputs.size()
outputs.push_back(src_name)
gen_outputs.ports.push_back( { name="port"+str(port_index), type="rgba" } )
print(gen_outputs.ports)
my_new_connections.push_back( { from=new_graph.name, from_port=port_index, to=c.to, to_port=c.to_port } )
new_graph_connections.push_back( { from=c.from, from_port=c.from_port, to="gen_outputs", to_port=port_index } )
elif names.find(c.to) != -1:
var port_index = inputs.find(src_name)
if port_index == -1:
port_index = inputs.size()
inputs.push_back(src_name)
gen_inputs.ports.push_back( { name="port"+str(port_index), type="rgba" } )
my_new_connections.push_back( { from=c.from, from_port=c.from_port, to=new_graph.name, to_port=port_index } )
new_graph_connections.push_back( { from="gen_inputs", from_port=port_index, to=c.to, to_port=c.to_port } )
else:
my_new_connections.push_back(c)
connections = my_new_connections
new_graph.connections = new_graph_connections
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var found_remote = false
var remote_script = load("res://addons/material_maker/engine/gen_remote.gd")
for g in generators:
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if g.get_script() == remote_script:
g.name = "gen_parameters"
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found_remote = true
new_graph.parameters = g.parameters.duplicate(true)
break
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if !found_remote:
var gen_parameters = remote_script.new()
gen_parameters.name = "gen_parameters"
gen_parameters.position = Vector2(center.x - 200, upper_bound-300)
new_graph.add_child(gen_parameters)
fix_remotes()
new_graph.fix_remotes()
return new_graph
func _serialize(data: Dictionary) -> Dictionary:
data.label = label
data.nodes = []
for c in get_children():
data.nodes.append(c.serialize())
data.connections = connections
return data
func _deserialize(data : Dictionary) -> void:
if data.has("label"):
label = data.label
var nodes = data.nodes if data.has("nodes") else []
var connections = data.connections if data.has("connections") else []
load("res://addons/material_maker/engine/loader.gd").add_to_gen_graph(self, nodes, connections)