tool extends Container var popup_menu = null var popup_position = Vector2(0, 0) var selected_node = null var texture_preview_material = null const MENU = [ { command="load_texture", description="Load texture" }, { command="save_texture", description="Save texture" }, { command="export_texture", description="Export texture" }, { submenu="generator", description="Generator" }, { name="image", description="Image", in_submenu="generator" }, { name="sine", description="Sine", in_submenu="generator" }, { name="bricks", description="Bricks", in_submenu="generator" }, { name="perlin", description="Perlin noise", in_submenu="generator" }, { name="voronoi", description="Voronoi Noise", in_submenu="generator" }, { submenu="filter", description="Filter" }, { name="colorize", description="Colorize", in_submenu="filter" }, { name="blend", description="Blend", in_submenu="filter" }, { name="transform", description="Transform", in_submenu="filter" }, { name="warp", description="Warp", in_submenu="filter" }, { name="normal_map", description="Normal Map", in_submenu="filter" } ] func _ready(): # Duplicate the material we'll modify and store the shaders $Preview/Preview/SelectedPreview.material = $Preview/Preview/SelectedPreview.material.duplicate(true) texture_preview_material = $Preview/Preview/SelectedPreview.material $GraphEdit.add_valid_connection_type(0, 0) # create or update popup menu if popup_menu != null: popup_menu.queue_free() popup_menu = create_menu() $GraphEdit.add_child(popup_menu) func create_menu(in_submenu = null): var menu = PopupMenu.new() menu.connect("id_pressed", self, "_on_PopupMenu_id_pressed") for i in MENU.size(): if MENU[i].has("in_submenu"): if in_submenu != MENU[i].in_submenu: continue elif in_submenu != null: continue if MENU[i].has("submenu"): var submenu = create_menu(MENU[i].submenu) menu.add_child(submenu) menu.add_submenu_item(MENU[i].description, submenu.get_name()) else: menu.add_item(MENU[i].description, i) return menu func _on_GraphEdit_popup_request(position): popup_position = position popup_menu.popup(Rect2(position, popup_menu.rect_size)) func _on_PopupMenu_id_pressed(id): var node_type = null if MENU[id].has("command"): call(MENU[id].command) elif MENU[id].has("name"): node_type = load("res://addons/procedural_material/nodes/"+MENU[id].name+".tscn") if node_type != null: var node = node_type.instance() var i = 0 while true: var name = MENU[id].name+"_"+str(i) if !$GraphEdit.has_node(name): node.set_name(name) break i += 1 $GraphEdit.add_node(node, popup_position) node.offset = ($GraphEdit.scroll_offset + popup_position - $GraphEdit.rect_global_position) / $GraphEdit.zoom func _on_GraphEdit_connection_request(from, from_slot, to, to_slot): var disconnect = $GraphEdit.get_source(to, to_slot) if disconnect != null: $GraphEdit.disconnect_node(disconnect.node, disconnect.slot, to, to_slot) $GraphEdit.connect_node(from, from_slot, to, to_slot) generate_shader(); func load_texture(): var dialog = FileDialog.new() add_child(dialog) dialog.rect_min_size = Vector2(500, 500) dialog.access = FileDialog.ACCESS_FILESYSTEM dialog.mode = FileDialog.MODE_OPEN_FILE dialog.add_filter("*.ptex;Procedural textures file") dialog.connect("file_selected", $GraphEdit, "load_file") dialog.popup_centered() func save_texture(): var dialog = FileDialog.new() add_child(dialog) dialog.rect_min_size = Vector2(500, 500) dialog.access = FileDialog.ACCESS_FILESYSTEM dialog.mode = FileDialog.MODE_SAVE_FILE dialog.add_filter("*.ptex;Procedural textures file") dialog.connect("file_selected", $GraphEdit, "save_file") dialog.popup_centered() func export_texture(size = 256): $GraphEdit.export_texture(selected_node, "res://generated_image.png", size) func generate_shader(): if $GraphEdit/Material != null: $GraphEdit/Material.update_materials($Preview/Preview.get_materials()) if selected_node != null && selected_node is GraphNode: $GraphEdit.setup_material(texture_preview_material, selected_node.get_textures(), $GraphEdit.generate_shader(selected_node)) func _on_GraphEdit_node_selected(node): if selected_node != node && node is GraphNode: selected_node = node $GraphEdit.setup_material(texture_preview_material, selected_node.get_textures(), $GraphEdit.generate_shader(selected_node))