mirror of
https://github.com/Relintai/material-maker.git
synced 2024-11-13 06:27:18 +01:00
More refactoring on rtexture generation
This commit is contained in:
parent
b614ab50ed
commit
e9a21454c1
@ -9,7 +9,7 @@ class OutputPort:
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func _init(g : MMGenBase, o : int):
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generator = g
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output_index = o
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"""
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func get_shader():
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return generator.get_shader(output_index)
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@ -18,19 +18,43 @@ class OutputPort:
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func get_globals():
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return generator.get_globals()
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"""
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func to_str():
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return generator.name+"("+str(output_index)+")"
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var position : Vector2 = Vector2(0, 0)
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var parameters = {}
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func _ready():
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init_parameters()
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func init_parameters():
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for p in get_parameter_defs():
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print(p)
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if !parameters.has(p.name):
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if p.has("default"):
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parameters[p.name] = MMType.deserialize_value(p.default)
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else:
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print("No default value for parameter "+p.name)
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func get_seed():
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return 0
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func get_type():
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return "generic"
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func get_type_name():
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return "Unnamed"
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func get_parameter_defs():
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return []
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func get_input_defs():
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return []
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func get_output_defs():
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return []
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func get_source(input_index : int):
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return get_parent().get_port_source(name, input_index)
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@ -39,7 +63,7 @@ func get_input_shader(input_index : int):
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if source != null:
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return source.get_shader()
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func get_shader(output_index : int, context = MMGenContext.new()):
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func get_shader(output_index : int, context):
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return get_shader_code("UV", output_index, context);
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# this will need an output index for switch
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@ -48,14 +72,25 @@ func get_globals():
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for i in range(10):
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var source = get_source(i)
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if source != null:
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var source_list = source.get_globals()
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var source_list = source.generator.get_globals()
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for g in source_list:
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if list.find(g) == -1:
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list.append(g)
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return list
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func get_shader_code(uv, slot = 0, context = MMGenContext.new()):
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var rv = _get_shader_code(uv, slot, context)
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func render(output_index : int, renderer : MMGenRenderer, size : int):
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var context : MMGenContext = MMGenContext.new(renderer)
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var source = get_shader_code("UV", output_index, context)
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if source == null:
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return false
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var shader : String = renderer.generate_shader(source)
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var status = renderer.render_shader(shader, {}, 1024)
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while status is GDScriptFunctionState:
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status = yield(status, "completed")
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return status
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func get_shader_code(uv : String, output_index : int, context : MMGenContext):
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var rv = _get_shader_code(uv, output_index, context)
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if rv != null:
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if !rv.has("f"):
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if rv.has("rgb"):
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@ -74,5 +109,5 @@ func get_shader_code(uv, slot = 0, context = MMGenContext.new()):
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rv.globals = get_globals()
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return rv
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func _get_shader_code(uv : String, output_index : int, context = MMGenContext.new()):
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func _get_shader_code(uv : String, output_index : int, context : MMGenContext):
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return null
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@ -1,2 +1,22 @@
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tool
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extends MMGenBase
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class_name MMGenBuffer
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func _ready():
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if !parameters.has("size"):
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parameters.size = 4
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func get_type():
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return "buffer"
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func get_type_name():
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return "Buffer"
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func get_parameter_defs():
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return [ { name="size", type="size", first=4, last=11, default=4 } ]
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func get_input_defs():
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return [ ]
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func get_output_defs():
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return [ ]
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@ -1,8 +1,13 @@
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tool
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extends Object
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class_name MMGenContext
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var renderer : MMGenRenderer
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var variants : Dictionary = {}
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func _init(r : MMGenRenderer):
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renderer = r
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func has_variant(generator):
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return variants.has(generator)
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@ -1,2 +1,3 @@
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tool
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extends MMGenBase
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class_name MMGenConvolution
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@ -4,9 +4,14 @@ class_name MMGenGraph
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var connections = []
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func get_type():
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return "graph"
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func get_port_source(gen_name: String, input_index: int) -> OutputPort:
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for c in connections:
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if c.to == gen_name and c.to_port == input_index:
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var src_gen = get_node(c.from)
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if src_gen != null:
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return OutputPort.new(get_node(c.from), c.from_port)
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return null
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@ -43,6 +43,7 @@ func generate_material(renderer : MMGenRenderer):
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var status = renderer.render_shader(shader, {}, 512)
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while status is GDScriptFunctionState:
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status = yield(status, "completed")
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print("Render status: "+str(status))
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renderer.get_texture().get_data().save_png("res://test.png")
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material.albedo_texture = load("res://test.png")
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return material
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@ -2,21 +2,26 @@ tool
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extends MMGenBase
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class_name MMGenShader
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var model_data = null
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var shader_model : Dictionary = {}
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var generated_variants = []
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func set_model_data(data: Dictionary):
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model_data = data
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for p in model_data.parameters:
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if !parameters.has(p.name) and p.has("default"):
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parameters[p.name] = MMType.deserialize_value(p.default)
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func get_type():
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return "shader"
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func initialize(data: Dictionary):
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if data.has("name"):
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name = data.name
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if data.has("parameters"):
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for p in data.parameters.keys():
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parameters[p] = data.parameters[p]
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func get_type_name():
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if shader_model.has("name"):
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return shader_model.name
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return .get_type_name()
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func get_parameter_defs():
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if shader_model == null or !shader_model.has("parameters"):
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return []
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else:
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return shader_model.parameters
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func set_shader_model(data: Dictionary):
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shader_model = data
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init_parameters()
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func find_keyword_call(string, keyword):
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var search_string = "$%s(" % keyword
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@ -49,7 +54,8 @@ func replace_input(string, context, input, type, src, default):
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if src == null:
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src_code = subst(default, "(%s)" % uv)
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else:
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src_code = src.get_shader_code(uv)
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print(src.to_str())
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src_code = src.generator.get_shader_code(uv, src.output_index, context)
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src_code.string = src_code[type]
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required_defs += src_code.defs
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required_code += src_code.code
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@ -84,8 +90,8 @@ func subst(string, context, uv = ""):
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string = replace_variable(string, "seed", str(get_seed()))
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if uv != "":
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string = replace_variable(string, "uv", "("+uv+")")
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if model_data.has("parameters") and typeof(model_data.parameters) == TYPE_ARRAY:
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for p in model_data.parameters:
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if shader_model.has("parameters") and typeof(shader_model.parameters) == TYPE_ARRAY:
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for p in shader_model.parameters:
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if !p.has("name") or !p.has("type"):
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continue
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var value = parameters[p.name]
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@ -102,9 +108,9 @@ func subst(string, context, uv = ""):
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value_string = p.name+"_gradient_fct"
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if value_string != null:
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string = replace_variable(string, p.name, value_string)
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if model_data.has("inputs") and typeof(model_data.inputs) == TYPE_ARRAY:
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for i in range(model_data.inputs.size()):
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var input = model_data.inputs[i]
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if shader_model.has("inputs") and typeof(shader_model.inputs) == TYPE_ARRAY:
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for i in range(shader_model.inputs.size()):
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var input = shader_model.inputs[i]
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var source = get_source(i)
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var result = replace_input(string, context, input.name, input.type, source, input.default)
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string = result.string
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@ -112,18 +118,16 @@ func subst(string, context, uv = ""):
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required_code += result.code
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return { string=string, defs=required_defs, code=required_code }
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func _get_shader_code(uv, slot = 0, context = MMGenContext.new()):
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if context == null:
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context = {}
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func _get_shader_code(uv : String, output_index : int, context : MMGenContext):
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var output_info = [ { field="rgba", type="vec4" }, { field="rgb", type="vec3" }, { field="f", type="float" } ]
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var rv = { defs="", code="" }
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var variant_string = uv+","+str(slot)
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if model_data != null and model_data.has("outputs") and model_data.outputs.size() > slot:
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var output = model_data.outputs[slot]
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var variant_string = uv+","+str(output_index)
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if shader_model != null and shader_model.has("outputs") and shader_model.outputs.size() > output_index:
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var output = shader_model.outputs[output_index]
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rv.defs = ""
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if model_data.has("instance") && !context.has_variant(self):
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rv.defs += subst(model_data.instance, context).string
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for p in model_data.parameters:
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if shader_model.has("instance") && !context.has_variant(self):
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rv.defs += subst(shader_model.instance, context).string
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for p in shader_model.parameters:
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if p.type == "gradient":
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var g = parameters[p.name]
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if !(g is MMGradient):
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@ -139,14 +143,14 @@ func _get_shader_code(uv, slot = 0, context = MMGenContext.new()):
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var subst_output = subst(output[t.field], context, uv)
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rv.defs += subst_output.defs
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rv.code += subst_output.code
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rv.code += "%s %s_%d_%d_%s = %s;\n" % [ t.type, name, slot, variant_index, t.field, subst_output.string ]
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rv.code += "%s %s_%d_%d_%s = %s;\n" % [ t.type, name, output_index, variant_index, t.field, subst_output.string ]
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for t in output_info:
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if output.has(t.field):
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rv[t.field] = "%s_%d_%d_%s" % [ name, slot, variant_index, t.field ]
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rv[t.field] = "%s_%d_%d_%s" % [ name, output_index, variant_index, t.field ]
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return rv
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func get_globals():
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var list = .get_globals()
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if typeof(model_data) == TYPE_DICTIONARY and model_data.has("global") and list.find(model_data.global) == -1:
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list.append(model_data.global)
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if typeof(shader_model) == TYPE_DICTIONARY and shader_model.has("global") and list.find(shader_model.global) == -1:
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list.append(shader_model.global)
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return list
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@ -32,27 +32,28 @@ func create_gen(data) -> MMGenBase:
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if data.has("connections") and data.has("nodes"):
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generator = MMGenGraph.new()
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add_to_gen_graph(generator, data.nodes, data.connections)
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elif data.has("model_data"):
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elif data.has("shader_model"):
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generator = MMGenShader.new()
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generator.set_model_data(data.model_data)
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generator.set_shader_model(data.shader_model)
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elif data.has("type"):
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if data.type == "material":
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generator = MMGenMaterial.new()
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elif data.type == "buffer":
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generator = MMGenBuffer.new()
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else:
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var file = File.new()
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if file.open("res://addons/material_maker/library/"+data.type+".mml", File.READ) == OK:
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var model_data = parse_json(file.get_as_text())
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print("loaded description "+data.type+".mml")
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generator = create_gen(model_data)
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generator = create_gen(parse_json(file.get_as_text()))
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file.close()
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elif file.open("res://addons/material_maker/nodes/"+data.type+".mmn", File.READ) == OK:
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generator = MMGenShader.new()
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var model_data = parse_json(file.get_as_text())
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print("loaded description "+data.type+".mmn")
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generator.set_model_data(model_data)
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generator.set_shader_model(parse_json(file.get_as_text()))
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file.close()
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else:
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print("Cannot find description for "+data.type)
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if generator != null:
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generator.name = data.type
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else:
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print(data)
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@ -63,5 +64,6 @@ func create_gen(data) -> MMGenBase:
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generator.position.x = data.node_position.x
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generator.position.y = data.node_position.y
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if data.has("parameters"):
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generator.initialize(data)
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for p in data.parameters.keys():
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generator.parameters[p] = data.parameters[p]
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return generator
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@ -68,6 +68,7 @@ func setup_material(shader_material, textures, shader_code):
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func render_shader(shader, textures, render_size):
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if rendering:
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print("Already rendering...")
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return false
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rendering = true
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if debug_path != null and debug_path != "":
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@ -128,7 +128,7 @@ func get_free_name(type):
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return node_name
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i += 1
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func create_nodes(data, position = null):
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func create_nodes(data, position : Vector2 = Vector2(0, 0)):
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if data == null:
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return
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if data.has("type"):
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@ -136,6 +136,8 @@ func create_nodes(data, position = null):
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if typeof(data.nodes) == TYPE_ARRAY and typeof(data.connections) == TYPE_ARRAY:
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var loader = MMGenLoader.new()
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var new_stuff = loader.add_to_gen_graph(generator, data.nodes, data.connections)
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for g in new_stuff.generators:
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g.position += position
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update_graph(new_stuff.generators, new_stuff.connections)
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func load_file(filename):
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@ -28,46 +28,55 @@
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"tree_item":"Generators/Pattern",
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"icon":"pattern",
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"type":"pattern",
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"parameters":{
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"mix":0,
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"x_scale":4,
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"x_wave":0,
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"y_scale":4,
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"y_wave":0
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}
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},
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{
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"tree_item": "Generators/Pattern/Checkerboard",
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"type": "pattern",
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"icon": "checkerboard",
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"parameters":{
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"mix": 4,
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"x_scale": 4,
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"x_wave": 2,
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"y_scale": 4,
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"y_wave": 2
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}
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},
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{
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"tree_item":"Generators/Bricks",
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"type":"bricks",
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"icon":"bricks",
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"parameters":{
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"bevel":0.1,
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"columns":3,
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"mortar":0.1,
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"row_offset":0.5,
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"rows":6
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}
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},
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{
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"tree_item": "Generators/Bricks/Tiles",
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"type": "bricks",
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"icon": "tiles",
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"parameters":{
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"bevel": 0.05,
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"columns": 4,
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"mortar": 0.05,
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"row_offset": 0,
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"rows": 4
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}
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},
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{
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"tree_item": "Generators/Bricks/BasketWeave",
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"type": "bricks",
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"icon": "basketweave",
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"parameters":{
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"bevel": 0.05,
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"columns": 2,
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"mortar": 0.05,
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@ -75,11 +84,13 @@
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"repeat": 2,
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"row_offset": 0,
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"rows": 2
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}
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},
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{
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"tree_item": "Generators/Bricks/HerringBone",
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"type": "bricks",
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"icon": "herringbone",
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"parameters":{
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"bevel": 0.05,
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"columns": 2,
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"mortar": 0.05,
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@ -87,11 +98,13 @@
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"repeat": 2,
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"row_offset": 0,
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"rows": 2
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}
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},
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{
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"tree_item": "Generators/Bricks/SpanishBond",
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"type": "bricks",
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"icon": "spanishbond",
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"parameters":{
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"bevel": 0.05,
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"columns": 2,
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"mortar": 0.05,
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@ -99,53 +112,72 @@
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"repeat": 2,
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"row_offset": 0,
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"rows": 2
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}
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},
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{
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"tree_item":"Generators/Noise",
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"type":"noise",
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"icon":"noise",
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"parameters":{
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"size":4,
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"density":0.5
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}
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},
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{
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"tree_item":"Generators/Perlin Noise",
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"type":"perlin",
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"icon":"perlin",
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"parameters":{
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"iterations":3,
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||||
"persistence":0.5,
|
||||
"scale_x":4,
|
||||
"scale_y":4
|
||||
}
|
||||
},
|
||||
{
|
||||
"tree_item":"Generators/Voronoi Noise",
|
||||
"type":"voronoi",
|
||||
"icon":"voronoi",
|
||||
"parameters":{
|
||||
"intensity":1,
|
||||
"scale_x":4,
|
||||
"scale_y":4
|
||||
}
|
||||
},
|
||||
{
|
||||
"tree_item":"Filters/Buffer",
|
||||
"type":"buffer"
|
||||
},
|
||||
{
|
||||
"tree_item":"Filters/AdjustHSV",
|
||||
"type":"adjust_hsv",
|
||||
"parameters":{
|
||||
"hue":0,
|
||||
"saturation":1,
|
||||
"value":1
|
||||
}
|
||||
},
|
||||
{
|
||||
"tree_item":"Filters/Colorize",
|
||||
"type":"colorize",
|
||||
"parameters":{
|
||||
"gradient":[{"b":0,"g":0,"pos":0,"r":0},{"b":1,"g":1,"pos":1,"r":1}]
|
||||
}
|
||||
},
|
||||
{
|
||||
"tree_item":"Filters/Blend",
|
||||
"type":"blend",
|
||||
"parameters":{
|
||||
"amount":0.5,
|
||||
"blend_type":0
|
||||
}
|
||||
},
|
||||
{
|
||||
"tree_item":"Filters/Blur",
|
||||
"type":"blur",
|
||||
"parameters":{
|
||||
"sigma":1.0
|
||||
}
|
||||
},
|
||||
{
|
||||
"tree_item":"Filters/Combine",
|
||||
@ -158,31 +190,40 @@
|
||||
{
|
||||
"tree_item":"Filters/Emboss",
|
||||
"type":"emboss",
|
||||
"parameters":{
|
||||
"direction":0
|
||||
}
|
||||
},
|
||||
{
|
||||
"tree_item":"Filters/Normal map",
|
||||
"type":"normal_map",
|
||||
"parameters":{
|
||||
"amount":0.5
|
||||
}
|
||||
},
|
||||
{
|
||||
"tree_item":"Filters/Transform",
|
||||
"type":"transform",
|
||||
"parameters":{
|
||||
"rotate":0,
|
||||
"scale_x":1,
|
||||
"scale_y":1,
|
||||
"translate_x":0,
|
||||
"translate_y":0
|
||||
}
|
||||
},
|
||||
{
|
||||
"tree_item":"Filters/Warp",
|
||||
"type":"warp",
|
||||
"parameters":{
|
||||
"amount":0.5
|
||||
}
|
||||
},
|
||||
{
|
||||
"tree_item": "Filters/Colorize/Invert",
|
||||
"type": "colorize",
|
||||
"icon": "invert",
|
||||
"parameters":{
|
||||
"gradient": [
|
||||
{
|
||||
"b": 1,
|
||||
@ -197,6 +238,7 @@
|
||||
"r": 0
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
{
|
||||
"tree_item":"Miscellaneous/Comment",
|
||||
|
@ -311,12 +311,10 @@ func update_preview_2d(node = null):
|
||||
node = n
|
||||
break
|
||||
if node != null:
|
||||
var source = node.generator.get_shader(0)
|
||||
if source != null:
|
||||
var shader : String = renderer.generate_shader(source)
|
||||
var status = renderer.render_shader(shader, {}, 1024)
|
||||
var status = node.generator.render(0, renderer, 1024)
|
||||
while status is GDScriptFunctionState:
|
||||
status = yield(status, "completed")
|
||||
if status:
|
||||
var image = renderer.get_texture().get_data()
|
||||
var tex = ImageTexture.new()
|
||||
tex.create_from_image(image)
|
||||
|
@ -15,4 +15,6 @@ func create_node(type):
|
||||
var node_type = load("res://addons/material_maker/nodes/"+type+".tscn")
|
||||
if node_type != null:
|
||||
node = node_type.instance()
|
||||
else:
|
||||
node = preload("res://addons/material_maker/nodes/generic.tscn").instance()
|
||||
return node
|
||||
|
@ -1,7 +1,7 @@
|
||||
{
|
||||
"name":"Bricks",
|
||||
"parameters":[
|
||||
{ "name":"pattern", "label":"", "type":"enum", "values":[
|
||||
{ "name":"pattern", "label":"", "type":"enum", "default":0, "values":[
|
||||
{ "name":"Running bond", "value":"rb" },
|
||||
{ "name":"Running bond (2)", "value":"rb2" },
|
||||
{ "name":"HerringBone", "value":"hb" },
|
||||
|
@ -6,16 +6,16 @@ var controls = []
|
||||
|
||||
var uses_seed : bool = false
|
||||
|
||||
var parameters = {}
|
||||
var model_data = {}
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
pass # Replace with function body.
|
||||
|
||||
func set_generator(g):
|
||||
generator = g
|
||||
update_node(g.model_data)
|
||||
if g.get("shader_model") != null:
|
||||
update_node(g.shader_model)
|
||||
else:
|
||||
update_node({})
|
||||
|
||||
func initialize_properties():
|
||||
for o in controls:
|
||||
@ -70,13 +70,9 @@ func _on_gradient_changed(new_gradient, variable):
|
||||
update_shaders()
|
||||
|
||||
func update_node(data):
|
||||
print("node_generic.update_node")
|
||||
if typeof(data) != TYPE_DICTIONARY:
|
||||
return
|
||||
if !data.has("name"):
|
||||
return
|
||||
# Clean node
|
||||
parameters = {}
|
||||
var custom_node_buttons = null
|
||||
for c in get_children():
|
||||
if c.name != "CustomNodeButtons":
|
||||
@ -85,17 +81,18 @@ func update_node(data):
|
||||
else:
|
||||
custom_node_buttons = c
|
||||
# Rebuild node
|
||||
title = data.name
|
||||
model_data = data
|
||||
title = generator.get_type_name()
|
||||
uses_seed = false
|
||||
if model_data.has("instance") and model_data.instance.find("$(seed)"):
|
||||
if data.has("instance") and data.instance.find("$(seed)"):
|
||||
uses_seed = true
|
||||
if model_data.has("parameters") and typeof(model_data.parameters) == TYPE_ARRAY:
|
||||
# Parameters
|
||||
print("Parameters")
|
||||
controls = []
|
||||
var sizer = null
|
||||
for p in model_data.parameters:
|
||||
for p in generator.get_parameter_defs():
|
||||
if !p.has("name") or !p.has("type"):
|
||||
continue
|
||||
print(p.name)
|
||||
var control = null
|
||||
if p.type == "float":
|
||||
if p.has("widget") and p.widget == "spinbox":
|
||||
@ -108,7 +105,6 @@ func update_node(data):
|
||||
if p.has("default"):
|
||||
control.value = p.default
|
||||
control.rect_min_size.x = 80
|
||||
parameters[p.name] = 0.5*(p.min+p.max)
|
||||
elif p.type == "size":
|
||||
control = OptionButton.new()
|
||||
for i in range(p.first, p.last+1):
|
||||
@ -145,11 +141,9 @@ func update_node(data):
|
||||
control.size_flags_horizontal = SIZE_EXPAND | SIZE_FILL
|
||||
sizer.add_child(control)
|
||||
initialize_properties()
|
||||
else:
|
||||
model_data.parameters = []
|
||||
if model_data.has("inputs") and typeof(model_data.inputs) == TYPE_ARRAY:
|
||||
for i in range(model_data.inputs.size()):
|
||||
var input = model_data.inputs[i]
|
||||
if data.has("inputs") and typeof(data.inputs) == TYPE_ARRAY:
|
||||
for i in range(data.inputs.size()):
|
||||
var input = data.inputs[i]
|
||||
var enable_left = false
|
||||
var color_left = Color(0.5, 0.5, 0.5)
|
||||
if typeof(input) == TYPE_DICTIONARY:
|
||||
@ -162,11 +156,9 @@ func update_node(data):
|
||||
else:
|
||||
enable_left = true
|
||||
set_slot(i, enable_left, 0, color_left, false, 0, Color())
|
||||
else:
|
||||
model_data.inputs = []
|
||||
if model_data.has("outputs") and typeof(model_data.outputs) == TYPE_ARRAY:
|
||||
for i in range(model_data.outputs.size()):
|
||||
var output = model_data.outputs[i]
|
||||
if data.has("outputs") and typeof(data.outputs) == TYPE_ARRAY:
|
||||
for i in range(data.outputs.size()):
|
||||
var output = data.outputs[i]
|
||||
var enable_right = false
|
||||
var color_right = Color(0.5, 0.5, 0.5)
|
||||
if typeof(output) == TYPE_DICTIONARY:
|
||||
@ -179,7 +171,5 @@ func update_node(data):
|
||||
elif output.has("f"):
|
||||
enable_right = true
|
||||
set_slot(i, is_slot_enabled_left(i), get_slot_type_left(i), get_slot_color_left(i), enable_right, 0, color_right)
|
||||
else:
|
||||
model_data.outputs = []
|
||||
if custom_node_buttons != null:
|
||||
move_child(custom_node_buttons, get_child_count()-1)
|
||||
|
@ -51,4 +51,7 @@ func generate_material(ptex_filename: String) -> Material:
|
||||
var generator = loader.load_gen(ptex_filename)
|
||||
add_child(generator)
|
||||
var material = generator.get_node("Material")
|
||||
return material.generate_material(renderer)
|
||||
var return_value = material.generate_material(renderer)
|
||||
while return_value is GDScriptFunctionState:
|
||||
return_value = yield(return_value, "completed")
|
||||
return return_value
|
||||
|
@ -8,9 +8,6 @@ class CustomSorter:
|
||||
var points = [ { v=0.0, c=Color(0.0, 0.0, 0.0, 0.0) }, { v=1.0, c=Color(1.0, 1.0, 1.0, 1.0) } ]
|
||||
var sorted = true
|
||||
|
||||
func _ready():
|
||||
pass
|
||||
|
||||
func to_string():
|
||||
var rv = PoolStringArray()
|
||||
for p in points:
|
||||
@ -39,6 +36,7 @@ func sort():
|
||||
|
||||
func get_color(x):
|
||||
sort()
|
||||
if points.size() >0:
|
||||
if x < points[0].v:
|
||||
return points[0].c
|
||||
var s = points.size()-1
|
||||
@ -50,6 +48,8 @@ func get_color(x):
|
||||
var c1 = points[i+1].c
|
||||
return c0 + (c1-c0) * (x-p0) / (p1-p0)
|
||||
return points[s].c
|
||||
else:
|
||||
return Color(0.0, 0.0, 0.0, 1.0)
|
||||
|
||||
# get_color_in_shader
|
||||
func gcis(color):
|
||||
@ -59,6 +59,7 @@ func get_shader(name):
|
||||
sort()
|
||||
var shader
|
||||
shader = "vec4 "+name+"(float x) {\n"
|
||||
if points.size() > 0:
|
||||
shader += " if (x < %.9f) {\n" % points[0].v
|
||||
shader += " return "+gcis(points[0].c)+";\n"
|
||||
var s = points.size()-1
|
||||
@ -72,6 +73,8 @@ func get_shader(name):
|
||||
shader += " return %s+x*%s;\n" % [gcis(c0-c1mc0*(p0/p1mp0)), gcis(c1mc0/p1mp0)]
|
||||
shader += " }\n"
|
||||
shader += " return "+gcis(points[s].c)+";\n"
|
||||
else:
|
||||
shader += " return vec4(0.0, 0.0, 0.0, 1.0);\n"
|
||||
shader += "}\n"
|
||||
return shader
|
||||
|
||||
@ -89,7 +92,7 @@ func deserialize(v):
|
||||
for i in v:
|
||||
if !i.has("a"): i.a = 1.0
|
||||
add_point(i.pos, Color(i.r, i.g, i.b, i.a))
|
||||
elif typeof(v) == TYPE_DICTIONARY && v.has("type") && v.type == "Gradient":
|
||||
elif typeof(v) == TYPE_DICTIONARY and v.has("type") && v.type == "Gradient":
|
||||
for i in v.points:
|
||||
if !i.has("a"): i.a = 1.0
|
||||
add_point(i.pos, Color(i.r, i.g, i.b, i.a))
|
||||
|
159
test.ptex
159
test.ptex
@ -1 +1,158 @@
|
||||
{"connections":[{"from":"bricks_0","from_port":0,"to":"custom_0","to_port":0},{"from":"custom_0","from_port":0,"to":"adjust_hsv_0","to_port":0},{"from":"adjust_hsv_0","from_port":0,"to":"Material","to_port":0}],"nodes":[{"name":"Material","node_position":{"x":143,"y":-210},"parameters":{"albedo_color":{"a":1,"b":1,"g":1,"r":1,"type":"Color"},"ao_light_affect":1,"depth_scale":1,"emission_energy":1,"metallic":1,"normal_scale":1,"resolution":1,"roughness":1},"type":"material"},{"model_data":{"global":"","inputs":[{"default":"0.0","label":"Input","name":"input","type":"f"}],"instance":"","name":"Colorize","outputs":[{"rgba":"$gradient($input($uv))"}],"parameters":[{"default":{"points":[{"a":1,"b":0,"g":0,"pos":0,"r":0},{"a":1,"b":1,"g":1,"pos":1,"r":1}],"type":"Gradient"},"label":"Gradient","name":"gradient","type":"gradient"}]},"name":"custom_0","node_position":{"x":-433,"y":-109.416656},"parameters":{"gradient":{"points":[{"a":1,"b":0,"g":0,"pos":0,"r":0},{"a":1,"b":0,"g":0,"pos":0.517045,"r":1},{"a":0,"b":1,"g":1,"pos":1,"r":1}],"type":"Gradient"}},"type":"custom"},{"name":"adjust_hsv_0","node_position":{"x":-135.541687,"y":-150.597229},"parameters":{"hue":0,"saturation":1,"value":1},"type":"adjust_hsv"},{"name":"bricks_0","node_position":{"x":-599,"y":-332},"parameters":{"bevel":0.209961,"columns":3,"mortar":0.116211,"pattern":0,"repeat":1,"row_offset":0.5,"rows":6},"type":"bricks"}]}
|
||||
{
|
||||
"connections": [
|
||||
{
|
||||
"from": "bricks_0",
|
||||
"from_port": 0,
|
||||
"to": "custom_0",
|
||||
"to_port": 0
|
||||
},
|
||||
{
|
||||
"from": "custom_0",
|
||||
"from_port": 0,
|
||||
"to": "adjust_hsv_0",
|
||||
"to_port": 0
|
||||
},
|
||||
{
|
||||
"from": "adjust_hsv_0",
|
||||
"from_port": 0,
|
||||
"to": "Material",
|
||||
"to_port": 0
|
||||
}
|
||||
],
|
||||
"nodes": [
|
||||
{
|
||||
"name": "Material",
|
||||
"node_position": {
|
||||
"x": 143,
|
||||
"y": -210
|
||||
},
|
||||
"parameters": {
|
||||
"albedo_color": {
|
||||
"a": 1,
|
||||
"b": 1,
|
||||
"g": 1,
|
||||
"r": 1,
|
||||
"type": "Color"
|
||||
},
|
||||
"ao_light_affect": 1,
|
||||
"depth_scale": 1,
|
||||
"emission_energy": 1,
|
||||
"metallic": 1,
|
||||
"normal_scale": 1,
|
||||
"resolution": 1,
|
||||
"roughness": 1
|
||||
},
|
||||
"type": "material"
|
||||
},
|
||||
{
|
||||
"shader_model": {
|
||||
"global": "",
|
||||
"inputs": [
|
||||
{
|
||||
"default": "0.0",
|
||||
"label": "Input",
|
||||
"name": "input",
|
||||
"type": "f"
|
||||
}
|
||||
],
|
||||
"instance": "",
|
||||
"name": "Colorize",
|
||||
"outputs": [
|
||||
{
|
||||
"rgba": "$gradient($input($uv))"
|
||||
}
|
||||
],
|
||||
"parameters": [
|
||||
{
|
||||
"default": {
|
||||
"points": [
|
||||
{
|
||||
"a": 1,
|
||||
"b": 0,
|
||||
"g": 0,
|
||||
"pos": 0,
|
||||
"r": 0
|
||||
},
|
||||
{
|
||||
"a": 1,
|
||||
"b": 1,
|
||||
"g": 1,
|
||||
"pos": 1,
|
||||
"r": 1
|
||||
}
|
||||
],
|
||||
"type": "Gradient"
|
||||
},
|
||||
"label": "Gradient",
|
||||
"name": "gradient",
|
||||
"type": "gradient"
|
||||
}
|
||||
]
|
||||
},
|
||||
"name": "custom_0",
|
||||
"node_position": {
|
||||
"x": -433,
|
||||
"y": -109.416656
|
||||
},
|
||||
"parameters": {
|
||||
"gradient": {
|
||||
"points": [
|
||||
{
|
||||
"a": 1,
|
||||
"b": 0,
|
||||
"g": 0,
|
||||
"pos": 0,
|
||||
"r": 0
|
||||
},
|
||||
{
|
||||
"a": 1,
|
||||
"b": 0,
|
||||
"g": 0,
|
||||
"pos": 0.517045,
|
||||
"r": 1
|
||||
},
|
||||
{
|
||||
"a": 0,
|
||||
"b": 1,
|
||||
"g": 1,
|
||||
"pos": 1,
|
||||
"r": 1
|
||||
}
|
||||
],
|
||||
"type": "Gradient"
|
||||
}
|
||||
},
|
||||
"type": "custom"
|
||||
},
|
||||
{
|
||||
"name": "adjust_hsv_0",
|
||||
"node_position": {
|
||||
"x": -135.541687,
|
||||
"y": -150.597229
|
||||
},
|
||||
"parameters": {
|
||||
"hue": 0,
|
||||
"saturation": 1,
|
||||
"value": 1
|
||||
},
|
||||
"type": "adjust_hsv"
|
||||
},
|
||||
{
|
||||
"name": "bricks_0",
|
||||
"node_position": {
|
||||
"x": -599,
|
||||
"y": -332
|
||||
},
|
||||
"parameters": {
|
||||
"bevel": 0.209961,
|
||||
"columns": 3,
|
||||
"mortar": 0.116211,
|
||||
"pattern": 0,
|
||||
"repeat": 1,
|
||||
"row_offset": 0.5,
|
||||
"rows": 6
|
||||
},
|
||||
"type": "bricks"
|
||||
}
|
||||
]
|
||||
}
|
Loading…
Reference in New Issue
Block a user