mirror of
https://github.com/Relintai/material-maker.git
synced 2024-12-23 21:16:54 +01:00
1bbbd43596
Added a node that adjusts hue, saturation and value. Added support for HSlider as control in nodes.
261 lines
7.2 KiB
GDScript
261 lines
7.2 KiB
GDScript
tool
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extends GraphNode
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# A class that provides the shader node interface for a node port
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class OutPort:
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var node = null
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var port = null
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func get_shader_code(uv):
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return node.get_shader_code(uv, port)
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func generate_shader():
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return node.generate_shader(port)
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func get_textures():
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return node.get_textures()
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var generated = false
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var generated_variants = []
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var property_widgets = []
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func _ready():
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pass
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func initialize_properties(object_list):
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property_widgets = object_list
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for o in object_list:
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if o == null:
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print("error in node "+name)
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elif o is LineEdit:
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set(o.name, float(o.text))
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o.connect("text_changed", self, "_on_text_changed", [ o.name ])
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elif o is SpinBox:
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set(o.name, o.value)
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o.connect("value_changed", self, "_on_value_changed", [ o.name ])
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elif o is HSlider:
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set(o.name, o.value)
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o.connect("value_changed", self, "_on_value_changed", [ o.name ])
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elif o is OptionButton:
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set(o.name, o.selected)
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o.connect("item_selected", self, "_on_value_changed", [ o.name ])
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elif o is CheckBox:
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set(o.name, o.pressed)
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o.connect("toggled", self, "_on_value_changed", [ o.name ])
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elif o is ColorPickerButton:
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set(o.name, o.color)
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o.connect("color_changed", self, "_on_color_changed", [ o.name ])
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func get_seed():
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return int(offset.x)*3+int(offset.y)*5
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func update_property_widgets():
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for o in property_widgets:
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if o is LineEdit:
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o.text = str(get(o.name))
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elif o is SpinBox:
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o.value = get(o.name)
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elif o is HSlider:
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o.value = get(o.name)
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elif o is OptionButton:
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o.selected = get(o.name)
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elif o is CheckBox:
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o.pressed = get(o.name)
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elif o is ColorPickerButton:
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o.color = get(o.name)
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func update_shaders():
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get_parent().send_changed_signal()
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func _on_text_changed(new_text, variable):
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set(variable, float(new_text))
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update_shaders()
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func _on_value_changed(new_value, variable):
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set(variable, new_value)
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update_shaders()
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func _on_color_changed(new_color, variable):
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set(variable, new_color)
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update_shaders()
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func get_source(index = 0):
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for c in get_parent().get_connection_list():
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if c.to == name and c.to_port == index:
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if c.from_port == 0:
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return get_parent().get_node(c.from)
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else:
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var out_port = OutPort.new()
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out_port.node = get_parent().get_node(c.from)
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out_port.port = c.from_port
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return out_port
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return null
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func get_source_f(source):
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var rv
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if source.has("rgb"):
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rv = "dot("+source.rgb+", vec3(1.0))/3.0"
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elif source.has("f"):
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rv = source.f
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else:
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rv = "***error***"
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return rv
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func get_source_rgb(source):
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var rv
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if source.has("rgb"):
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rv = source.rgb
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elif source.has("f"):
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rv = "vec3("+source.f+")"
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else:
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rv = "***error***"
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return rv
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func reset():
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generated = false
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generated_variants = []
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func get_shader_code(uv, slot = 0):
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var rv
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if slot == 0:
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rv = _get_shader_code(uv)
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else:
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rv = _get_shader_code(uv, slot)
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if !rv.has("f"):
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if rv.has("rgb"):
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rv.f = "(dot("+rv.rgb+", vec3(1.0))/3.0)"
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else:
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rv.f = "0.0"
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if !rv.has("rgb"):
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if rv.has("f"):
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rv.rgb = "vec3("+rv.f+")"
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else:
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rv.f = "vec3(0.0)"
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return rv
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func get_textures():
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var list = {}
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for i in range(get_connection_input_count()):
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var source = get_source(i)
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if source != null:
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var source_list = source.get_textures()
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for k in source_list.keys():
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list[k] = source_list[k]
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return list
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func serialize_element(e):
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if typeof(e) == TYPE_COLOR:
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return { type= "Color", r=e.r, g=e.g, b=e.b, a=e.a }
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return e
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func deserialize_element(e):
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if typeof(e) == TYPE_DICTIONARY:
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if e.has("type") and e.type == "Color":
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return Color(e.r, e.g, e.b, e.a)
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return e
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func do_generate_shader(src_code):
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var code
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code = "shader_type canvas_item;\n"
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var file = File.new()
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file.open("res://addons/procedural_material/common.shader", File.READ)
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code += file.get_as_text()
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code += "\n"
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var shader_code = src_code.defs
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shader_code += "void fragment() {\n"
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shader_code += src_code.code
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shader_code += "COLOR = vec4("+src_code.rgb+", 1.0);\n"
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shader_code += "}\n"
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#print("GENERATED SHADER:\n"+shader_code)
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code += shader_code
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return code
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func generate_shader(slot = 0):
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# Reset all nodes
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for c in get_parent().get_children():
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if c is GraphNode:
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c.reset()
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return do_generate_shader(get_shader_code("UV", slot))
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func serialize():
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var type = get_script().resource_path
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type = type.right(type.find_last("/")+1)
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type = type.left(type.find_last("."))
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var data = { name=name, type=type, node_position={x=offset.x, y=offset.y} }
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for w in property_widgets:
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var v = w.name
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data[v] = serialize_element(get(v))
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return data
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func deserialize(data):
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if data.has("node_position"):
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offset = Vector2(data.node_position.x, data.node_position.y)
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for w in property_widgets:
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var variable = w.name
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if data.has(variable):
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var value = deserialize_element(data[variable])
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set(variable, value)
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update_property_widgets()
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# Render targets again for multipass filters
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func rerender_targets():
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for c in get_parent().get_connection_list():
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if c.from == name:
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var node = get_parent().get_node(c.to)
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if node != null and node is GraphNode:
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node._rerender()
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func _rerender():
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rerender_targets()
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# Generic code for convolution nodes
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func get_convolution_shader(convolution):
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var shader_code
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shader_code = "shader_type canvas_item;\n"
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shader_code += "uniform sampler2D input_tex;\n"
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shader_code += "void fragment() {\n"
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shader_code += "vec3 color = vec3(0.0);\n"
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for dy in range(-convolution.y, convolution.y+1):
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for dx in range(-convolution.x, convolution.x+1):
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var i = (2*convolution.x+1)*(dy+convolution.y)+dx+convolution.x
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var coef = convolution.kernel[i]
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if typeof(coef) == TYPE_INT:
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coef = float(coef)
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if typeof(coef) == TYPE_REAL:
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coef = Vector3(coef, coef, coef)
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if typeof(coef) != TYPE_VECTOR3 or coef == Vector3(0, 0, 0):
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continue
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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 ]
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if convolution.has("scale_before_normalize"):
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shader_code += "color *= %.9f;\n" % [ convolution.scale_before_normalize ]
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if convolution.has("translate_before_normalize"):
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shader_code += "color += vec3(%.9f, %.9f, %.9f);\n" % [ convolution.translate_before_normalize.x, convolution.translate_before_normalize.y, convolution.translate_before_normalize.z ]
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if convolution.has("normalize") and convolution.normalize:
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shader_code += "color = normalize(color);\n"
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if convolution.has("scale"):
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shader_code += "color *= %.9f;\n" % [ convolution.scale ]
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if convolution.has("translate"):
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shader_code += "color += vec3(%.9f, %.9f, %.9f);\n" % [ convolution.translate.x, convolution.translate.y, convolution.translate.z ]
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shader_code += "COLOR = vec4(color, 1.0);\n"
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shader_code += "}\n"
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return shader_code;
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func get_shader_code_convolution(src, convolution, uv):
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var rv = { defs="", code="" }
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var variant_index = generated_variants.find(uv)
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var need_defs = false
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if generated_variants.empty():
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need_defs = true
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if variant_index == -1:
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variant_index = generated_variants.size()
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generated_variants.append(uv)
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var inputs_code = ""
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var code = "vec3 %s_%d_rgb = " % [ name, variant_index ]
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rv.code += inputs_code + code
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rv.rgb = name+"_"+str(variant_index)+"_rgb"
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return rv
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