tool extends GraphNode # A class that provides the shader node interface for a node port class OutPort: var node = null var port = null func get_shader_code(uv): return node.get_shader_code(uv, port) func generate_shader(): return node.generate_shader(port) func get_textures(): return node.get_textures() var generated = false var generated_variants = [] var property_widgets = [] func _ready(): pass func initialize_properties(object_list): property_widgets = object_list for o in object_list: if o == null: print("error in node "+name) elif o is LineEdit: set(o.name, float(o.text)) o.connect("text_changed", self, "_on_text_changed", [ o.name ]) elif o is SpinBox: set(o.name, o.value) o.connect("value_changed", self, "_on_value_changed", [ o.name ]) elif o is HSlider: set(o.name, o.value) o.connect("value_changed", self, "_on_value_changed", [ o.name ]) elif o is OptionButton: set(o.name, o.selected) o.connect("item_selected", self, "_on_value_changed", [ o.name ]) elif o is CheckBox: set(o.name, o.pressed) o.connect("toggled", self, "_on_value_changed", [ o.name ]) elif o is ColorPickerButton: set(o.name, o.color) o.connect("color_changed", self, "_on_color_changed", [ o.name ]) func get_seed(): return int(offset.x)*3+int(offset.y)*5 func update_property_widgets(): for o in property_widgets: if o is LineEdit: o.text = str(get(o.name)) elif o is SpinBox: o.value = get(o.name) elif o is HSlider: o.value = get(o.name) elif o is OptionButton: o.selected = get(o.name) elif o is CheckBox: o.pressed = get(o.name) elif o is ColorPickerButton: o.color = get(o.name) func update_shaders(): get_parent().send_changed_signal() func _on_text_changed(new_text, variable): set(variable, float(new_text)) update_shaders() func _on_value_changed(new_value, variable): set(variable, new_value) update_shaders() func _on_color_changed(new_color, variable): set(variable, new_color) update_shaders() func get_source(index = 0): for c in get_parent().get_connection_list(): if c.to == name and c.to_port == index: if c.from_port == 0: return get_parent().get_node(c.from) else: var out_port = OutPort.new() out_port.node = get_parent().get_node(c.from) out_port.port = c.from_port return out_port return null func get_source_f(source): var rv if source.has("rgb"): rv = "dot("+source.rgb+", vec3(1.0))/3.0" elif source.has("f"): rv = source.f else: rv = "***error***" return rv func get_source_rgb(source): var rv if source.has("rgb"): rv = source.rgb elif source.has("f"): rv = "vec3("+source.f+")" else: rv = "***error***" return rv func reset(): generated = false generated_variants = [] func get_shader_code(uv, slot = 0): var rv if slot == 0: rv = _get_shader_code(uv) else: rv = _get_shader_code(uv, slot) if !rv.has("f"): if rv.has("rgb"): rv.f = "(dot("+rv.rgb+", vec3(1.0))/3.0)" else: rv.f = "0.0" if !rv.has("rgb"): if rv.has("f"): rv.rgb = "vec3("+rv.f+")" else: rv.f = "vec3(0.0)" return rv func get_textures(): var list = {} for i in range(get_connection_input_count()): var source = get_source(i) if source != null: var source_list = source.get_textures() for k in source_list.keys(): list[k] = source_list[k] return list func serialize_element(e): if typeof(e) == TYPE_COLOR: return { type= "Color", r=e.r, g=e.g, b=e.b, a=e.a } return e func deserialize_element(e): if typeof(e) == TYPE_DICTIONARY: if e.has("type") and e.type == "Color": return Color(e.r, e.g, e.b, e.a) return e func generate_shader(slot = 0): # Reset all nodes for c in get_parent().get_children(): if c is GraphNode: c.reset() return get_parent().renderer.generate_shader(get_shader_code("UV", slot)) func serialize(): var type = get_script().resource_path type = type.right(type.find_last("/")+1) type = type.left(type.find_last(".")) var data = { name=name, type=type, node_position={x=offset.x, y=offset.y} } for w in property_widgets: var v = w.name data[v] = serialize_element(get(v)) return data func deserialize(data): if data.has("node_position"): offset = Vector2(data.node_position.x, data.node_position.y) for w in property_widgets: var variable = w.name if data.has(variable): var value = deserialize_element(data[variable]) set(variable, value) update_property_widgets() # Render targets again for multipass filters func rerender_targets(): for c in get_parent().get_connection_list(): if c.from == name: var node = get_parent().get_node(c.to) if node != null and node is GraphNode: node._rerender() func _rerender(): rerender_targets() # Generic code for convolution nodes func get_convolution_shader(convolution): var shader_code shader_code = "shader_type canvas_item;\n" shader_code += "uniform sampler2D input_tex;\n" shader_code += "void fragment() {\n" shader_code += "vec3 color = vec3(0.0);\n" for dy in range(-convolution.y, convolution.y+1): for dx in range(-convolution.x, convolution.x+1): var i = (2*convolution.x+1)*(dy+convolution.y)+dx+convolution.x var coef = convolution.kernel[i] if typeof(coef) == TYPE_INT: coef = float(coef) if typeof(coef) == TYPE_REAL: coef = Vector3(coef, coef, coef) if typeof(coef) != TYPE_VECTOR3 or coef == Vector3(0, 0, 0): continue shader_code += "color += vec3(%.9f, %.9f, %.9f) * textureLod(input_tex, UV+vec2(%.9f, %.9f), %.9f).rgb;\n" % [ coef.x, coef.y, coef.z, dx*convolution.epsilon, dy*convolution.epsilon, convolution.epsilon ] if convolution.has("scale_before_normalize"): shader_code += "color *= %.9f;\n" % [ convolution.scale_before_normalize ] if convolution.has("translate_before_normalize"): shader_code += "color += vec3(%.9f, %.9f, %.9f);\n" % [ convolution.translate_before_normalize.x, convolution.translate_before_normalize.y, convolution.translate_before_normalize.z ] if convolution.has("normalize") and convolution.normalize: shader_code += "color = normalize(color);\n" if convolution.has("scale"): shader_code += "color *= %.9f;\n" % [ convolution.scale ] if convolution.has("translate"): shader_code += "color += vec3(%.9f, %.9f, %.9f);\n" % [ convolution.translate.x, convolution.translate.y, convolution.translate.z ] shader_code += "COLOR = vec4(color, 1.0);\n" shader_code += "}\n" return shader_code; func get_shader_code_convolution(src, convolution, uv): var rv = { defs="", code="" } var variant_index = generated_variants.find(uv) var need_defs = false if generated_variants.empty(): need_defs = true if variant_index == -1: variant_index = generated_variants.size() generated_variants.append(uv) var inputs_code = "" var code = "vec3 %s_%d_rgb = " % [ name, variant_index ] rv.code += inputs_code + code rv.rgb = name+"_"+str(variant_index)+"_rgb" return rv