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https://github.com/Relintai/material-maker.git
synced 2024-11-13 06:27:18 +01:00
Fixed switch node (so it supports all port types) + minor bug fixes
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509853e743
commit
1799ade2f2
@ -44,7 +44,8 @@ const PORT_TYPES : Dictionary = {
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rgb = { type="vec3", paramdefs="vec2 uv", params="uv", slot_type=0, color=Color(0.5, 0.5, 1.0) },
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rgba = { type="vec4", paramdefs="vec2 uv", params="uv", slot_type=0, color=Color(0.0, 0.5, 0.0, 0.5) },
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sdf2d = { type="float", paramdefs="vec2 uv", params="uv", slot_type=1, color=Color(1.0, 0.5, 0.0) },
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sdf3d = { type="float", paramdefs="vec3 p", params="p", slot_type=2, color=Color(1.0, 0.0, 0.0) }
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sdf3d = { type="float", paramdefs="vec3 p", params="p", slot_type=2, color=Color(1.0, 0.0, 0.0) },
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any = { slot_type=42, color=Color(1.0, 1.0, 1.0) }
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}
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func _ready() -> void:
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@ -34,14 +34,14 @@ func get_input_defs() -> Array:
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for c in range(parameters.choices):
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for o in range(parameters.outputs):
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var n = PoolByteArray([65+o]).get_string_from_ascii()+str(c)
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rv.push_back({ name=n, label=n, type="rgba" })
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rv.push_back({ name=n, label=n, type="any" })
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return rv
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func get_output_defs() -> Array:
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var rv : Array = []
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for o in range(parameters.outputs):
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var n = PoolByteArray([65+o]).get_string_from_ascii()
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rv.push_back({ name=n, type="rgba" })
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rv.push_back({ name=n, type="any" })
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return rv
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func set_parameter(p, v) -> void:
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@ -117,6 +117,7 @@ static func generate_combined_shader(red_code, green_code, blue_code) -> String:
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code += "\n"
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var globals = []
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var textures = {}
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var output = []
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for c in [ red_code, green_code, blue_code ]:
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if c.has("textures"):
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for t in c.textures.keys():
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@ -125,6 +126,10 @@ static func generate_combined_shader(red_code, green_code, blue_code) -> String:
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for g in c.globals:
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if globals.find(g) == -1:
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globals.push_back(g)
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if c.has("f"):
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output.push_back(c.f)
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else:
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output.push_back("1.0")
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for t in textures.keys():
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code += "uniform sampler2D "+t+";\n"
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for g in globals:
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@ -137,7 +142,7 @@ static func generate_combined_shader(red_code, green_code, blue_code) -> String:
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shader_code += red_code.code
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shader_code += green_code.code
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shader_code += blue_code.code
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shader_code += "COLOR = vec4("+red_code.f+", "+green_code.f+", "+blue_code.f+", 1.0);\n"
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shader_code += "COLOR = vec4("+output[0]+", "+output[1]+", "+output[2]+", 1.0);\n"
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shader_code += "}\n"
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#print("GENERATED COMBINED SHADER:\n"+shader_code)
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code += shader_code
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@ -22,6 +22,9 @@ signal graph_changed
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func _ready() -> void:
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OS.low_processor_usage_mode = true
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center_view()
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for t in range(5):
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add_valid_connection_type(t, 42)
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add_valid_connection_type(42, t)
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func _gui_input(event) -> void:
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if event is InputEventKey and event.pressed:
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@ -64,8 +64,10 @@ func get_preview_texture(data : Dictionary) -> ImageTexture:
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image_path = ProjectSettings.globalize_path(image_path)
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t = ImageTexture.new()
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var image : Image = Image.new()
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image.load(image_path)
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if image.load(image_path) == OK:
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t.create_from_image(image)
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else:
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print("Cannot load image "+image_path)
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return t
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return null
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@ -134,7 +134,7 @@ func create_parameter_control(p : Dictionary) -> Control:
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return control
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func save_preview_widget() -> void:
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if preview != null:
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if preview != null and preview.get_parent() == self:
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remove_child(preview)
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if preview_timer != null:
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preview_timer.stop()
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@ -69,7 +69,9 @@ func update_node() -> void:
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var space = Control.new()
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space.size_flags_horizontal = SIZE_EXPAND | SIZE_FILL
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sizer.add_child(space)
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sizer.add_child(preload("res://addons/material_maker/widgets/preview_button.tscn").instance())
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var button = preload("res://addons/material_maker/widgets/preview_button.tscn").instance()
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sizer.add_child(button)
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button.connect("toggled", self, "on_preview_button", [ get_child_count()-1 ])
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add_child(sizer)
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rect_size = Vector2(0, 0)
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for i in range(get_child_count()):
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@ -79,13 +81,12 @@ func update_node() -> void:
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if i < 5:
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has_output = i < output_count
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sizer.get_child(sizer.get_child_count()-1).visible = has_output
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sizer.get_child(sizer.get_child_count()-1).connect("toggled", self, "on_preview_button", [ i ])
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if i >= input_count:
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sizer.get_child(0).text = ""
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has_input = false
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else:
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sizer.get_child(0).text = PoolByteArray([65+i%int(output_count)]).get_string_from_ascii()+str(1+i/int(output_count))
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sizer.get_child(0).add_color_override("font_color", Color(1.0, 1.0, 1.0) if i/int(output_count) == generator.parameters.source else Color(0.5, 0.5, 0.5))
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set_slot(i, has_input, 0, Color(0.0, 0.5, 0.0, 0.5), has_output, 0, Color(0.0, 0.5, 0.0, 0.5))
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set_slot(i, has_input, 42, Color(1.0, 1.0, 1.0, 1.0), has_output, 42, Color(1.0, 1.0, 1.0, 1.0))
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# Preview
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restore_preview_widget()
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