mirror of
https://github.com/Relintai/material-maker.git
synced 2024-11-13 06:27:18 +01:00
ee0bc96f30
Updated all nodes so parameters are located in a "parameters" variable. Started writing a generic node model whose behavior is defined in a json file. Should be able to replace all generators so far. Wrote json files for bricks and noise nodes. Started preparing a custom node.
266 lines
7.8 KiB
GDScript
266 lines
7.8 KiB
GDScript
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 parameters = {}
|
|
var property_widgets = []
|
|
|
|
const Types = preload("res://addons/material_maker/types/types.gd")
|
|
|
|
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:
|
|
parameters[o.name] = float(o.text)
|
|
o.connect("text_changed", self, "_on_text_changed", [ o.name ])
|
|
elif o is SpinBox:
|
|
parameters[o.name] = o.value
|
|
o.connect("value_changed", self, "_on_value_changed", [ o.name ])
|
|
elif o is HSlider:
|
|
parameters[o.name] = o.value
|
|
o.connect("value_changed", self, "_on_value_changed", [ o.name ])
|
|
elif o is OptionButton:
|
|
parameters[o.name] = o.selected
|
|
o.connect("item_selected", self, "_on_value_changed", [ o.name ])
|
|
elif o is CheckBox:
|
|
parameters[o.name] = o.pressed
|
|
o.connect("toggled", self, "_on_value_changed", [ o.name ])
|
|
elif o is ColorPickerButton:
|
|
parameters[o.name] = o.color
|
|
o.connect("color_changed", self, "_on_color_changed", [ o.name ])
|
|
elif o is Control and o.filename == "res://addons/material_maker/widgets/gradient_editor.tscn":
|
|
parameters[o.name] = o.value
|
|
o.connect("updated", self, "_on_gradient_changed", [ o.name ])
|
|
else:
|
|
print("unsupported widget "+str(o))
|
|
|
|
func get_seed():
|
|
return int(offset.x)*3+int(offset.y)*5
|
|
|
|
func update_property_widgets():
|
|
for o in property_widgets:
|
|
if parameters.has(o.name) and parameters[o.name] != null:
|
|
if o is LineEdit:
|
|
o.text = str(parameters[o.name])
|
|
elif o is SpinBox:
|
|
o.value = parameters[o.name]
|
|
elif o is HSlider:
|
|
o.value = parameters[o.name]
|
|
elif o is OptionButton:
|
|
o.selected = parameters[o.name]
|
|
elif o is CheckBox:
|
|
o.pressed = parameters[o.name]
|
|
elif o is ColorPickerButton:
|
|
o.color = parameters[o.name]
|
|
elif o is Control and o.filename == "res://addons/material_maker/widgets/gradient_editor.tscn":
|
|
o.value = parameters[o.name]
|
|
else:
|
|
print("Failed to update "+o.name)
|
|
|
|
func update_shaders():
|
|
get_parent().send_changed_signal()
|
|
|
|
func _on_text_changed(new_text, variable):
|
|
parameters[variable] = float(new_text)
|
|
update_shaders()
|
|
|
|
func _on_value_changed(new_value, variable):
|
|
parameters[variable] = new_value
|
|
update_shaders()
|
|
|
|
func _on_color_changed(new_color, variable):
|
|
parameters[variable] = new_color
|
|
update_shaders()
|
|
|
|
func _on_gradient_changed(new_gradient, variable):
|
|
parameters[variable] = new_gradient
|
|
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)
|
|
elif typeof(e) == TYPE_ARRAY:
|
|
var gradient = preload("res://addons/material_maker/types/gradient.gd").new()
|
|
gradient.deserialize(e)
|
|
return gradient
|
|
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 variable = w.name
|
|
data[variable] = Types.serialize_value(parameters[variable]) # 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 = Types.deserialize_value(data[variable]) #deserialize_element(data[variable])
|
|
parameters[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
|
|
|