tool extends MMGenBase class_name MMGenGraph var label : String = "Graph" var connections = [] var editable : bool = false var transmits_seed : bool = true signal connections_changed(removed_connections, added_connections) func fix_remotes() -> void: for c in get_children(): if c is MMGenRemote: c.fix() func _post_load() -> void: fix_remotes() func has_randomness() -> bool: if !transmits_seed: return false for c in get_children(): if c.has_randomness() and !c.is_seed_locked(): return true return false func get_type() -> String: return "graph" func get_type_name() -> String: return label func toggle_editable() -> bool: editable = !editable if editable: model = null return true func is_editable() -> bool: return editable func get_parameter_defs() -> Array: if has_node("gen_parameters"): return get_node("gen_parameters").get_parameter_defs() return [] func set_parameter(p, v) -> void: if has_node("gen_parameters"): get_node("gen_parameters").set_parameter(p, v) func get_input_defs() -> Array: if has_node("gen_inputs"): return get_node("gen_inputs").get_output_defs() return [] func get_output_defs() -> Array: if has_node("gen_outputs"): return get_node("gen_outputs").get_input_defs() return [] func source_changed(input_index : int) -> void: if has_node("gen_inputs"): get_node("gen_inputs").source_changed(input_index) func get_port_source(gen_name: String, input_index: int) -> OutputPort: if gen_name == "gen_inputs": var parent = get_parent() if parent != null and parent.get_script() == get_script(): return parent.get_port_source(name, input_index) else: for c in connections: if c.to == gen_name and c.to_port == input_index: var src_gen = get_node(c.from) if src_gen != null: if src_gen.get_script() == get_script(): return src_gen.get_port_source("gen_outputs", c.from_port) return OutputPort.new(src_gen, c.from_port) return null func get_port_targets(gen_name: String, output_index: int) -> Array: var rv = [] for c in connections: if c.from == gen_name and c.from_port == output_index: var tgt_gen = get_node(c.to) if tgt_gen != null: rv.push_back(InputPort.new(tgt_gen, c.to_port)) return rv func add_generator(generator : MMGenBase) -> bool: var name = generator.name if generator.name == "Material": if has_node("Material"): # Cannot create a material if it exists already return false else: var parent = get_parent() if parent != null and parent is Object and parent.get_script() == get_script(): # Material is always in top level graph return false var index = 1 while has_node(name): index += 1 name = generator.name + "_" + str(index) generator.name = name add_child(generator) return true func remove_generator(generator : MMGenBase) -> bool: if !generator.can_be_deleted(): return false var new_connections = [] for c in connections: if c.from != generator.name and c.to != generator.name: new_connections.append(c) connections = new_connections remove_child(generator) fix_remotes() generator.queue_free() return true func replace_generator(old : MMGenBase, new : MMGenBase) -> void: new.name = old.name new.position = old.position remove_child(old) old.free() add_child(new) func get_connected_inputs(generator) -> Array: var rv : Array = [] for c in connections: if c.to == generator.name: rv.push_back(c.to_port) return rv func get_connected_outputs(generator) -> Array: var rv : Array = [] for c in connections: if c.from == generator.name: rv.push_back(c.from_port) return rv func connect_children(from, from_port : int, to, to_port : int) -> bool: # check the new connection does not create a loop var spreadlist = [ InputPort.new(to, to_port) ] while !spreadlist.empty(): var input : InputPort = spreadlist.pop_front() for o in input.generator.follow_input(input.input_index): if o.generator == from and o.output_index == from_port: return false for t in o.generator.get_parent().get_port_targets(o.generator.name, o.output_index): spreadlist.push_back(t) # disconnect target while true: var remove = -1 for i in connections.size(): if connections[i].to == to.name and connections[i].to_port == to_port: remove = i break if remove == -1: break connections.remove(remove) # create new connection connections.append({from=from.name, from_port=from_port, to=to.name, to_port=to_port}) to.source_changed(to_port) return true func disconnect_children(from, from_port : int, to, to_port : int) -> bool: var new_connections : Array = [] for c in connections: if c.from != from.name or c.from_port != from_port or c.to != to.name or c.to_port != to_port: new_connections.push_back(c) else: to.source_changed(to_port) connections = new_connections return true func reconnect_inputs(generator, reconnects : Dictionary) -> bool: var new_connections : Array = [] var added_connections : Array = [] var removed_connections : Array = [] for c in connections: if c.to == generator.name and reconnects.has(c.to_port): removed_connections.push_back(c.duplicate(true)) if reconnects[c.to_port] < 0: continue c.to_port = reconnects[c.to_port] added_connections.push_back(c.duplicate(true)) new_connections.push_back(c) connections = new_connections if !removed_connections.empty(): emit_signal("connections_changed", removed_connections, added_connections) return true func reconnect_outputs(generator, reconnects : Dictionary) -> bool: var new_connections : Array = [] var added_connections : Array = [] var removed_connections : Array = [] for c in connections: if c.from == generator.name and reconnects.has(c.from_port): removed_connections.push_back(c.duplicate(true)) if reconnects[c.from_port] < 0: continue c.from_port = reconnects[c.from_port] added_connections.push_back(c.duplicate(true)) new_connections.push_back(c) connections = new_connections if !removed_connections.empty(): emit_signal("connections_changed", removed_connections, added_connections) return true func _get_shader_code(uv : String, output_index : int, context : MMGenContext) -> Dictionary: var outputs = get_node("gen_outputs") if outputs != null: var rv = outputs._get_shader_code(uv, output_index, context) while rv is GDScriptFunctionState: rv = yield(rv, "completed") return rv return { globals=[], defs="", code="", textures={} } func edit(node) -> void: node.get_parent().call_deferred("update_view", self) func create_subgraph(gens : Array) -> MMGenGraph: # Remove material, gen_inputs and gen_outputs nodes var generators = [] var center = Vector2(0, 0) var left_bound = 65535 var right_bound = -65536 var upper_bound = 65536 var count = 0 # Filter group nodes and calculate boundin box for g in gens: if g.name != "Material" and g.name != "gen_inputs" and g.name != "gen_outputs": generators.push_back(g) var p = g.position center += p count += 1 if left_bound > p.x: left_bound = p.x if right_bound < p.x: right_bound = p.x if upper_bound > p.y: upper_bound = p.y if count == 0: return null center /= count # Create a new graph and add it to the current one var new_graph = get_script().new() new_graph.name = "graph" add_generator(new_graph) new_graph.position = center # Add grouped generators and keep their names var names : Array = [] for g in generators: names.push_back(g.name) remove_child(g) new_graph.add_generator(g) # Create inputs and outputs generators var gen_inputs = MMGenIOs.new() gen_inputs.name = "gen_inputs" gen_inputs.position = Vector2(left_bound-300, center.y) new_graph.add_generator(gen_inputs) var gen_outputs = MMGenIOs.new() gen_outputs.name = "gen_outputs" gen_outputs.position = Vector2(right_bound+300, center.y) new_graph.add_generator(gen_outputs) # Process connections var new_graph_connections = [] var my_new_connections = [] var inputs = [] var outputs = [] for c in connections: var src_name = c.from+"."+str(c.from_port) if names.find(c.from) != -1 and names.find(c.to) != -1: new_graph_connections.push_back(c) elif names.find(c.from) != -1: var port_index = outputs.find(src_name) if port_index == -1: port_index = outputs.size() outputs.push_back(src_name) gen_outputs.ports.push_back( { name="port"+str(port_index), type="rgba" } ) print(gen_outputs.ports) my_new_connections.push_back( { from=new_graph.name, from_port=port_index, to=c.to, to_port=c.to_port } ) new_graph_connections.push_back( { from=c.from, from_port=c.from_port, to="gen_outputs", to_port=port_index } ) elif names.find(c.to) != -1: var port_index = inputs.find(src_name) if port_index == -1: port_index = inputs.size() inputs.push_back(src_name) gen_inputs.ports.push_back( { name="port"+str(port_index), type="rgba" } ) my_new_connections.push_back( { from=c.from, from_port=c.from_port, to=new_graph.name, to_port=port_index } ) new_graph_connections.push_back( { from="gen_inputs", from_port=port_index, to=c.to, to_port=c.to_port } ) else: my_new_connections.push_back(c) connections = my_new_connections new_graph.connections = new_graph_connections var found_remote = false var remote_script = load("res://addons/material_maker/engine/gen_remote.gd") for g in generators: if g.get_script() == remote_script: g.name = "gen_parameters" found_remote = true new_graph.parameters = g.parameters.duplicate(true) break if !found_remote: var gen_parameters = remote_script.new() gen_parameters.name = "gen_parameters" gen_parameters.position = Vector2(center.x - 200, upper_bound-300) new_graph.add_child(gen_parameters) fix_remotes() new_graph.fix_remotes() return new_graph func _serialize(data: Dictionary) -> Dictionary: data.label = label data.nodes = [] for c in get_children(): data.nodes.append(c.serialize()) data.connections = connections return data func _deserialize(data : Dictionary) -> void: if data.has("label"): label = data.label var nodes = data.nodes if data.has("nodes") else [] var connections = data.connections if data.has("connections") else [] load("res://addons/material_maker/engine/loader.gd").add_to_gen_graph(self, nodes, connections)