mirror of
https://github.com/Relintai/material-maker.git
synced 2024-11-13 06:27:18 +01:00
288 lines
11 KiB
GDScript
288 lines
11 KiB
GDScript
tool
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extends ViewportContainer
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const MODE_FREE = 0
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const MODE_LINE = 1
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const MODE_LINE_STRIP = 2
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var mode = MODE_FREE
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var brush_size = 50.0
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var brush_strength = 0.5
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var texture_albedo = null
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var texture_mr = null
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var texture_normal = null
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var texture_scale = 2.0
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var previous_position = null
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var painting = false
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var next_paint_to = null
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var object_name = null
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onready var albedo_viewport = $AlbedoPaint/Viewport
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onready var mr_viewport = $MRPaint/Viewport
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onready var normal_viewport = $NormalPaint/Viewport
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onready var albedo_material = $AlbedoPaint/Viewport/ColorRect.get_material()
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onready var mr_material = $MRPaint/Viewport/ColorRect.get_material()
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onready var normal_material = $NormalPaint/Viewport/ColorRect.get_material()
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onready var brush_material = $Brush.get_material()
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const MATERIAL_OPTIONS = [ "none", "bricks", "metal_pattern", "rusted_metal", "wooden_floor" ]
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signal update_material
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func _ready():
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# add View2Texture as input of Texture2View (to ignore non-visible parts of the mesh)
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$Texture2View/Viewport/PaintedMesh.get_surface_material(0).set_shader_param("view2texture", $View2Texture/Viewport.get_texture())
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# Add Texture2View as input to all painted textures
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$FixSeams/Viewport.get_texture().flags |= Texture.FLAG_FILTER
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albedo_material.set_shader_param("tex2view_tex", $FixSeams/Viewport.get_texture())
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mr_material.set_shader_param("tex2view_tex", $FixSeams/Viewport.get_texture())
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normal_material.set_shader_param("tex2view_tex", $FixSeams/Viewport.get_texture())
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# Add all painted textures as input to themselves
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albedo_material.set_shader_param("self_tex", albedo_viewport.get_texture())
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mr_material.set_shader_param("self_tex", mr_viewport.get_texture())
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normal_material.set_shader_param("self_tex", normal_viewport.get_texture())
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# Assign all textures to painted mesh
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albedo_viewport.get_texture().flags |= Texture.FLAG_FILTER
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$Viewport/PaintedMesh.get_surface_material(0).albedo_texture = albedo_viewport.get_texture()
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mr_viewport.get_texture().flags |= Texture.FLAG_FILTER
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$Viewport/PaintedMesh.get_surface_material(0).metallic_texture = mr_viewport.get_texture()
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$Viewport/PaintedMesh.get_surface_material(0).roughness_texture = mr_viewport.get_texture()
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normal_viewport.get_texture().flags |= Texture.FLAG_FILTER
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$Viewport/PaintedMesh.get_surface_material(0).normal_texture = normal_viewport.get_texture()
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# Updated Texture2View wrt current camera position
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update_tex2view()
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# Set size of painted textures
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set_texture_size(2048)
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# update the material list
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$Material/OptionButton.clear()
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for m in MATERIAL_OPTIONS:
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$Material/OptionButton.add_item(m)
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select_material(0)
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# Initialize brush related parameters in paint shaders
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update_brush_parameters()
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func set_mesh(n, m):
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object_name = n
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var mat
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mat = $Viewport/PaintedMesh.get_surface_material(0)
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$Viewport/PaintedMesh.mesh = m
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$Viewport/PaintedMesh.set_surface_material(0, mat)
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mat = $Texture2View/Viewport/PaintedMesh.get_surface_material(0)
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$Texture2View/Viewport/PaintedMesh.mesh = m
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$Texture2View/Viewport/PaintedMesh.set_surface_material(0, mat)
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mat = $View2Texture/Viewport/PaintedMesh.get_surface_material(0)
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$View2Texture/Viewport/PaintedMesh.mesh = m
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$View2Texture/Viewport/PaintedMesh.set_surface_material(0, mat)
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update_tex2view()
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save()
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func set_mode(m):
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mode = m
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for i in $Tools.get_child_count():
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$Tools.get_child(i).pressed = (i == m)
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func set_texture_size(s):
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$Texture2View/Viewport.size = Vector2(s, s)
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$FixSeams/Viewport.size = Vector2(s, s)
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$FixSeams/Viewport/TextureRect1.rect_size = Vector2(s, s)
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$FixSeams/Viewport/TextureRect2.rect_size = Vector2(s, s)
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$FixSeams/Viewport/TextureRect3.rect_size = Vector2(s, s)
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$FixSeams/Viewport/TextureRect4.rect_size = Vector2(s, s)
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$FixSeams/Viewport/TextureRect5.rect_size = Vector2(s, s)
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$AlbedoPaint/Viewport.size = Vector2(s, s)
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$AlbedoPaint/Viewport/ColorRect.rect_size = Vector2(s, s)
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$MRPaint/Viewport.size = Vector2(s, s)
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$MRPaint/Viewport/ColorRect.rect_size = Vector2(s, s)
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func _on_Test_gui_input(ev):
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if ev is InputEventWithModifiers:
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if ev.control:
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$Texture.show()
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else:
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$Texture.hide()
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if ev is InputEventMouseMotion:
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show_brush(ev.position, previous_position)
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if ev.button_mask & BUTTON_MASK_RIGHT != 0:
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$Viewport/CameraStand.rotate_y(-0.01*ev.relative.x)
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$Viewport/CameraStand.rotate_x(-0.01*ev.relative.y)
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if ev.button_mask & BUTTON_MASK_LEFT != 0:
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if ev.control:
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previous_position = null
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texture_scale += ev.relative.x*0.1
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texture_scale = clamp(texture_scale, 0.01, 20.0)
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elif ev.shift:
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previous_position = null
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brush_size += ev.relative.x*0.1
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brush_size = clamp(brush_size, 0.0, 250.0)
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brush_strength += ev.relative.y*0.01
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brush_strength = clamp(brush_strength, 0.0, 0.999)
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update_brush_parameters()
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elif mode == MODE_FREE:
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paint(ev.position)
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elif mode != MODE_LINE_STRIP:
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previous_position = null
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elif ev is InputEventMouseButton and !ev.shift:
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var pos = ev.position
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if ev.pressed:
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var zoom = 0.0
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if ev.button_index == BUTTON_WHEEL_UP:
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zoom += 0.1
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$Viewport/CameraStand/Camera.translate(Vector3(0.0, 0.0, zoom))
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update_tex2view()
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elif ev.button_index == BUTTON_WHEEL_DOWN:
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zoom -= 0.1
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$Viewport/CameraStand/Camera.translate(Vector3(0.0, 0.0, zoom))
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update_tex2view()
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elif ev.button_index == BUTTON_LEFT:
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if mode == MODE_LINE_STRIP && previous_position != null:
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paint(pos)
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if ev.doubleclick:
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pos = null
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previous_position = pos
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else:
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if ev.button_index == BUTTON_RIGHT:
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update_tex2view()
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elif ev.button_index == BUTTON_LEFT:
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if mode != MODE_LINE_STRIP:
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paint(pos)
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previous_position = null
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func show_brush(p, op = null):
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if op == null:
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op = p
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var position = p/rect_size
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var old_position = op/rect_size
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brush_material.set_shader_param("brush_pos", position)
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brush_material.set_shader_param("brush_ppos", old_position)
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func update_brush_parameters():
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var brush_size_vector = Vector2(brush_size, brush_size)/rect_size
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if brush_material != null:
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brush_material.set_shader_param("brush_size", Vector2(brush_size, brush_size)/rect_size)
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brush_material.set_shader_param("brush_strength", brush_strength)
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if albedo_material != null:
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albedo_material.set_shader_param("brush_size", brush_size_vector)
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albedo_material.set_shader_param("brush_strength", brush_strength)
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if mr_material != null:
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mr_material.set_shader_param("brush_size", brush_size_vector)
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mr_material.set_shader_param("brush_strength", brush_strength)
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if normal_material != null:
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normal_material.set_shader_param("brush_size", brush_size_vector)
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normal_material.set_shader_param("brush_strength", brush_strength)
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func paint(p):
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if painting:
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# if not available for painting, record a paint order
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next_paint_to = p
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return
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painting = true
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if previous_position == null:
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previous_position = p
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var position = p/rect_size
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var prev_position = previous_position/rect_size
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albedo_material.set_shader_param("brush_pos", position)
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albedo_material.set_shader_param("brush_ppos", prev_position)
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albedo_material.set_shader_param("brush_color", $Material/AlbedoColor.color)
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albedo_viewport.render_target_update_mode = Viewport.UPDATE_ONCE
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albedo_viewport.update_worlds()
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mr_material.set_shader_param("brush_pos", position)
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mr_material.set_shader_param("brush_ppos", prev_position)
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mr_material.set_shader_param("brush_color", $Material/MRColor.color)
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mr_viewport.render_target_update_mode = Viewport.UPDATE_ONCE
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mr_viewport.update_worlds()
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normal_material.set_shader_param("brush_pos", position)
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normal_material.set_shader_param("brush_ppos", prev_position)
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normal_viewport.render_target_update_mode = Viewport.UPDATE_ONCE
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normal_viewport.update_worlds()
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previous_position = p
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yield(get_tree(), "idle_frame")
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yield(get_tree(), "idle_frame")
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painting = false
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# execute recorded paint order if any
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if next_paint_to != null:
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p = next_paint_to
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next_paint_to = null
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paint(p)
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func update_tex2view():
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var camera = $Viewport/CameraStand/Camera
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var transform = camera.global_transform.affine_inverse()*$Viewport/PaintedMesh.global_transform
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# View to texture
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$View2Texture/Viewport.size = $Viewport.size
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$View2Texture/Viewport/Camera.transform = camera.global_transform
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$View2Texture/Viewport.render_target_update_mode = Viewport.UPDATE_ALWAYS
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$View2Texture/Viewport.update_worlds()
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yield(get_tree(), "idle_frame")
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yield(get_tree(), "idle_frame")
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yield(get_tree(), "idle_frame")
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var t2v_shader_material = $Texture2View/Viewport/PaintedMesh.get_surface_material(0)
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t2v_shader_material.set_shader_param("model_transform", transform)
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t2v_shader_material.set_shader_param("fovy_degrees", camera.fov)
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t2v_shader_material.set_shader_param("z_near", camera.near)
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t2v_shader_material.set_shader_param("z_far", camera.far)
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t2v_shader_material.set_shader_param("aspect", rect_size.x/rect_size.y)
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$Texture2View/Viewport.render_target_update_mode = Viewport.UPDATE_ALWAYS
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$Texture2View/Viewport.update_worlds()
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yield(get_tree(), "idle_frame")
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yield(get_tree(), "idle_frame")
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yield(get_tree(), "idle_frame")
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$Texture2View/Viewport.render_target_update_mode = Viewport.UPDATE_DISABLED
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$FixSeams/Viewport.render_target_update_mode = Viewport.UPDATE_ALWAYS
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$FixSeams/Viewport.update_worlds()
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yield(get_tree(), "idle_frame")
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yield(get_tree(), "idle_frame")
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yield(get_tree(), "idle_frame")
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$FixSeams/Viewport.render_target_update_mode = Viewport.UPDATE_DISABLED
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func load_material():
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var dialog = FileDialog.new()
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add_child(dialog)
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dialog.rect_min_size = Vector2(500, 500)
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dialog.access = FileDialog.ACCESS_FILESYSTEM
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dialog.mode = FileDialog.MODE_OPEN_FILE
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dialog.add_filter("*.paintmat;Paint material")
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dialog.connect("file_selected", self, "do_load_material")
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dialog.popup_centered()
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func do_load_material(filename):
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pass
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func select_material(id):
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var m = $Material/OptionButton.get_item_text(id)
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if m == "none":
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texture_albedo = null
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texture_mr = null
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texture_normal = null
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else:
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texture_albedo = load("res://addons/procedural_material/paint_tool/materials/%s_albedo.png" % m)
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texture_mr = load("res://addons/procedural_material/paint_tool/materials/%s_mr.png" % m)
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texture_normal = load("res://addons/procedural_material/paint_tool/materials/%s_normal_map.png" % m)
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albedo_material.set_shader_param("brush_texture", texture_albedo)
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mr_material.set_shader_param("brush_texture", texture_mr)
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normal_material.set_shader_param("brush_texture", texture_normal)
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func _on_resized():
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update_brush_parameters()
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func dump_viewport(viewport, filename):
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var viewport_texture = viewport.get_texture()
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var viewport_image = viewport_texture.get_data()
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viewport_image.save_png(filename)
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func debug():
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dump_viewport($View2Texture/Viewport, "view2texture.png")
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dump_viewport($Texture2View/Viewport, "texture2view.png")
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dump_viewport($FixSeams/Viewport, "seamsfixed.png")
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func save():
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var mat = $Viewport/PaintedMesh.get_surface_material(0).duplicate()
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dump_viewport($AlbedoPaint/Viewport, object_name+"_albedo.png")
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dump_viewport($MRPaint/Viewport, object_name+"_mr.png")
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dump_viewport($NormalPaint/Viewport, object_name+"_nm.png")
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emit_signal("update_material", { material=mat, albedo=object_name+"_albedo.png", mr=object_name+"_mr.png", nm=object_name+"_nm.png" })
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