mirror of
https://github.com/Relintai/material-maker.git
synced 2024-12-23 21:16:54 +01:00
d1b8f12b5b
- Added a combine node that assembles channels into colors - Added an emboss node - Added an export node that generates additional file when exporting the material - Refactored convolution related code
244 lines
7.0 KiB
GDScript
244 lines
7.0 KiB
GDScript
tool
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extends GraphEdit
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var save_path = null
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var need_save = false
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signal save_path_changed
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signal graph_changed
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func _ready():
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OS.low_processor_usage_mode = true
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func get_source(node, port):
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for c in get_connection_list():
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if c.to == node && c.to_port == port:
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return { node=c.from, slot=c.from_port }
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func add_node(node, global_position = null):
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add_child(node)
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if global_position != null:
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node.offset = (scroll_offset + global_position - rect_global_position) / zoom
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node.connect("close_request", self, "remove_node", [ node ])
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func connect_node(from, from_slot, to, to_slot):
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var source_list = [ from ]
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while !source_list.empty():
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var source = source_list.pop_front()
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if source == to:
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#print("cannot connect %s to %s (%s)" % [from, to, source])
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return false
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for c in get_connection_list():
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if c.to == source and source_list.find(c.from) == -1:
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source_list.append(c.from)
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var disconnect = get_source(to, to_slot)
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if disconnect != null:
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.disconnect_node(disconnect.node, disconnect.slot, to, to_slot)
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.connect_node(from, from_slot, to, to_slot)
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send_changed_signal()
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return true
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func disconnect_node(from, from_slot, to, to_slot):
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.disconnect_node(from, from_slot, to, to_slot)
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send_changed_signal();
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func remove_node(node):
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var node_name = node.name
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for c in get_connection_list():
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if c.from == node_name or c.to == node_name:
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disconnect_node(c.from, c.from_port, c.to, c.to_port)
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send_changed_signal()
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node.queue_free()
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# Global operations on graph
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func update_tab_title():
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var title = "[unnamed]"
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if save_path != null:
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title = save_path.right(save_path.rfind("/")+1)
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if need_save:
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title += " *"
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get_parent().set_tab_title(get_index(), title)
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get_parent().update()
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func set_need_save(ns):
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if ns != need_save:
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need_save = ns
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if get_parent() is TabContainer:
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update_tab_title()
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func set_save_path(path):
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if path != save_path:
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save_path = path
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if get_parent() is TabContainer:
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update_tab_title()
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else:
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emit_signal("save_path_changed", self, path)
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func clear_material():
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clear_connections()
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for c in get_children():
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if c is GraphNode:
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remove_child(c)
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c.free()
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send_changed_signal()
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func new_material():
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clear_material()
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create_node({name="Material", type="material"})
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set_save_path(null)
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func create_node(data, global_position = null):
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if !data.has("type"):
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return null
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var node_type = load("res://addons/procedural_material/nodes/"+data.type+".tscn")
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if node_type != null:
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var node = node_type.instance()
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if data.has("name") && !has_node(data.name):
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node.name = data.name
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else:
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var i = 0
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while true:
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var node_name = data.type+"_"+str(i)
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if !has_node(node_name):
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node.name = node_name
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break
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i += 1
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add_node(node, global_position)
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node.deserialize(data)
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send_changed_signal()
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func load_file():
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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("*.ptex;Procedural textures file")
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dialog.connect("file_selected", self, "do_load_file")
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dialog.popup_centered()
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func do_load_file(filename):
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var file = File.new()
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if file.open(filename, File.READ) != OK:
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return
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var data = parse_json(file.get_as_text())
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file.close()
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clear_material()
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for n in data.nodes:
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var node = create_node(n)
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for c in data.connections:
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connect_node(c.from, c.from_port, c.to, c.to_port)
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set_save_path(filename)
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set_need_save(false)
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func save_file():
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if save_path != null:
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do_save_file(save_path)
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else:
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save_file_as()
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func save_file_as():
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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_SAVE_FILE
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dialog.add_filter("*.ptex;Procedural textures file")
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dialog.connect("file_selected", self, "do_save_file")
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dialog.popup_centered()
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func do_save_file(filename):
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var data = { nodes = [] }
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for c in get_children():
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if c is GraphNode:
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data.nodes.append(c.serialize())
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data.connections = get_connection_list()
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var file = File.new()
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if file.open(filename, File.WRITE) == OK:
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file.store_string(to_json(data))
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file.close()
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set_save_path(filename)
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set_need_save(false)
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func export_textures(size = 512):
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if save_path != null:
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var prefix = save_path.left(save_path.rfind("."))
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for c in get_children():
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if c is GraphNode && c.has_method("export_textures"):
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c.export_textures(prefix)
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func send_changed_signal():
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set_need_save(true)
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$Timer.start()
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func do_send_changed_signal():
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emit_signal("graph_changed")
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# Drag and drop
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func can_drop_data(position, data):
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return typeof(data) == TYPE_DICTIONARY and data.has('type')
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func drop_data(position, data):
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var node = create_node(data, get_global_transform().xform(position))
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return true
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# Save shader to image, create image texture
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func setup_material(shader_material, textures, shader_code):
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for k in textures.keys():
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shader_material.set_shader_param(k+"_tex", textures[k])
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shader_material.shader.code = shader_code
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var render_queue = []
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func render_shader_to_viewport(shader, textures, size, method, args):
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render_queue.append( { shader=shader, textures=textures, size=size, method=method, args=args } )
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if render_queue.size() == 1:
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while !render_queue.empty():
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var job = render_queue.front()
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$SaveViewport.size = Vector2(job.size, job.size)
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$SaveViewport/ColorRect.rect_position = Vector2(0, 0)
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$SaveViewport/ColorRect.rect_size = Vector2(job.size, job.size)
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var shader_material = $SaveViewport/ColorRect.material
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shader_material.shader.code = job.shader
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if job.textures != null:
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for k in job.textures.keys():
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shader_material.set_shader_param(k+"_tex", job.textures[k])
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$SaveViewport.render_target_update_mode = Viewport.UPDATE_ONCE
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$SaveViewport.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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callv(job.method, job.args)
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render_queue.pop_front()
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func render_to_viewport(node, size, method, args):
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render_shader_to_viewport(node.generate_shader(), node.get_textures(), size, method, args)
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func export_texture(node, filename, size = 256):
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if node == null:
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return null
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render_to_viewport(node, size, "do_export_texture", [ filename ])
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func do_export_texture(filename):
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var viewport_texture = $SaveViewport.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 precalculate_node(node, size, target_texture, object, method, args):
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if node == null:
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return null
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render_to_viewport(node, size, "do_precalculate_texture", [ object, method, args ])
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func precalculate_shader(shader, textures, size, target_texture, object, method, args):
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render_shader_to_viewport(shader, textures, size, "do_precalculate_texture", [ target_texture, object, method, args ])
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func do_precalculate_texture(target_texture, object, method, args):
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var viewport_texture = $SaveViewport.get_texture()
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target_texture.create_from_image(viewport_texture.get_data())
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object.callv(method, args)
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