Optimized tones UI and added histogram panel

This commit is contained in:
RodZill4 2020-03-27 23:35:33 +01:00
parent b4a122aac1
commit 29048fc307
5 changed files with 68 additions and 13 deletions

View File

@ -15,6 +15,7 @@ onready var projects = $VBoxContainer/Layout/SplitRight/ProjectsPane/Projects
onready var layout = $VBoxContainer/Layout
var library
var preview_2d
var histogram
var preview_3d
var hierarchy
@ -131,6 +132,7 @@ func _ready() -> void:
layout.load_panes(config_cache)
library = layout.get_pane("Library")
preview_2d = layout.get_pane("Preview2D")
histogram = layout.get_pane("Histogram")
preview_3d = layout.get_pane("Preview3D")
preview_3d.connect("need_update", self, "update_preview_3d")
hierarchy = layout.get_pane("Hierarchy")
@ -585,9 +587,11 @@ func update_preview_2d(node = null) -> void:
break
if node != null:
preview_2d.set_generator(node.generator)
histogram.set_generator(node.generator)
preview_2d_background.set_generator(node.generator)
else:
preview_2d.set_generator(null)
histogram.set_generator(null)
preview_2d_background.set_generator(null)
func update_preview_3d(previews : Array) -> void:

View File

@ -10,6 +10,7 @@ const PANES = [
{ name="Library", scene=preload("res://material_maker/library.tscn"), position="TopLeft" },
{ name="Preview2D", scene=preload("res://material_maker/preview/preview_2d_panel.tscn"), position="BottomLeft" },
{ name="Preview3D", scene=preload("res://material_maker/preview/preview_3d_panel.tscn"), position="BottomLeft" },
{ name="Histogram", scene=preload("res://material_maker/widgets/histogram/histogram.tscn"), position="BottomLeft" },
{ name="Hierarchy", scene=preload("res://material_maker/widgets/graph_tree/hierarchy_pane.tscn"), position="TopRight" }
]

View File

@ -69,19 +69,10 @@ func _ready() -> void:
cursor_out_max = Cursor.new(Color(1.0, 1.0, 1.0), 1.0, false)
$Histogram.add_child(cursor_out_max)
func set_generator(g) -> void:
.set_generator(g)
generator.connect("parameter_changed", self, "on_parameter_changed")
_on_Mode_item_selected(0)
func on_parameter_changed(p, v) -> void:
if p == "__input_changed__":
var source = generator.get_source(0)
var result = source.generator.render(source.output_index, 128, true)
while result is GDScriptFunctionState:
result = yield(result, "completed")
result.copy_to_texture($Histogram.get_image_texture())
result.release()
$Histogram.set_generator(source.generator, source.output_index)
func get_parameter(n : String) -> float:
var value = generator.get_parameter(n)

View File

@ -1,10 +1,67 @@
extends Control
func update_histogram() -> void:
pass
var generator : MMGenBase = null
var output : int = 0
onready var image : ColorRect = $ViewportImage/ColorRect
func get_image_texture() -> ImageTexture:
return $ViewportImage/ColorRect.material.get_shader_param("tex")
func get_histogram_texture() -> ImageTexture:
return $Control.material.get_shader_param("tex")
func set_generator(g : MMGenBase, o : int = 0) -> void:
if is_instance_valid(generator):
generator.disconnect("parameter_changed", self, "on_parameter_changed")
var source = { defs="", code="", textures={}, type="f", f="1.0" }
if is_instance_valid(g):
generator = g
output = o
generator.connect("parameter_changed", self, "on_parameter_changed")
var param_defs : Array = generator.get_parameter_defs()
var gen_output_defs = generator.get_output_defs()
if ! gen_output_defs.empty():
var context : MMGenContext = MMGenContext.new()
source = generator.get_shader_code("uv", output, context)
while source is GDScriptFunctionState:
source = yield(source, "completed")
if source.empty():
source = { defs="", code="", textures={}, type="f", f="1.0" }
# Update shader
image.material.shader.code = MMGenBase.generate_preview_shader(source, source.type, "uniform vec2 size;void fragment() {COLOR = preview_2d(UV);}")
# Get parameter values from the shader code
var regex = RegEx.new()
regex.compile("uniform\\s+(\\w+)\\s+([\\w_\\d]+)\\s*=\\s*([^;]+);")
for p in regex.search_all(image.material.shader.code):
image.material.set_shader_param(p.strings[2], float(p.strings[3]))
# Set texture params
if source.has("textures"):
for k in source.textures.keys():
image.material.set_shader_param(k, source.textures[k])
update_histogram()
func on_parameter_changed(n : String, v) -> void:
if n == "__input_changed__":
set_generator(generator, output)
var p = generator.get_parameter_def(n)
if p.has("type"):
match p.type:
"float", "color", "gradient":
pass
_:
set_generator(generator, output)
func on_float_parameters_changed(parameter_changes : Dictionary) -> void:
var need_update : bool = false
for n in parameter_changes.keys():
for p in VisualServer.shader_get_param_list(image.material.shader.get_rid()):
if p.name == n:
image.material.set_shader_param(n, parameter_changes[n])
need_update = true
break
if need_update:
update_histogram()
func update_histogram() -> void:
pass

View File

@ -96,7 +96,9 @@ resource_local_to_scene = true
shader = SubResource( 10 )
shader_param/tex = SubResource( 11 )
[node name="Histogram" type="Control"]
[node name="Histogram" type="Control" groups=[
"preview",
]]
margin_right = 64.0
margin_bottom = 64.0
script = ExtResource( 1 )