mirror of
https://github.com/Relintai/material-maker.git
synced 2024-12-23 21:16:54 +01:00
3ff862f446
- Added an option to duplicate nodes - Creating a subgraph will now show the contents of the subgraph (so it can be easily renamed) - Fixed node preview updtae when the node's seed is modified
231 lines
5.7 KiB
GDScript
231 lines
5.7 KiB
GDScript
tool
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extends Node
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class_name MMGenBase
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"""
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Base class for texture generators, that defines their API
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"""
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signal parameter_changed
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class InputPort:
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var generator : MMGenBase = null
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var input_index : int = 0
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func _init(g : MMGenBase, i : int) -> void:
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generator = g
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input_index = i
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func to_str() -> String:
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return generator.name+".in("+str(input_index)+")"
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class OutputPort:
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var generator : MMGenBase = null
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var output_index : int = 0
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func _init(g : MMGenBase, o : int) -> void:
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generator = g
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output_index = o
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func to_str() -> String:
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return generator.name+".out("+str(output_index)+")"
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var position : Vector2 = Vector2(0, 0)
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var model = null
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var parameters = {}
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var seed_locked : bool = false
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var seed_value : int = 0
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func _ready() -> void:
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init_parameters()
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func _post_load() -> void:
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pass
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func can_be_deleted() -> bool:
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return true
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func toggle_editable() -> bool:
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return false
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func is_editable() -> bool:
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return false
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func has_randomness() -> bool:
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return false
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func get_seed() -> int:
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if !seed_locked:
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var s : int = ((int(position.x) * 0x1f1f1f1f) ^ int(position.y)) % 65536
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if get_parent().get("transmits_seed") != null and get_parent().transmits_seed:
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s += get_parent().get_seed()
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return s
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else:
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return seed_value
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func toggle_lock_seed() -> bool:
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if !seed_locked:
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seed_value = get_seed()
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seed_locked = !seed_locked
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return seed_locked
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func is_seed_locked() -> bool:
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return seed_locked
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func init_parameters() -> void:
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for p in get_parameter_defs():
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if !parameters.has(p.name):
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if p.has("default"):
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parameters[p.name] = MMType.deserialize_value(p.default)
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if p.type == "size":
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parameters[p.name] -= p.first
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else:
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print("No default value for parameter "+p.name)
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func set_position(p) -> void:
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position = p
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if has_randomness() and !is_seed_locked():
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source_changed(0)
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func get_type() -> String:
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return "generic"
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func get_type_name() -> String:
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return "Unnamed"
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func get_parameter_defs() -> Array:
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return []
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func get_parameter_def(param_name : String) -> Dictionary:
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var parameter_defs = get_parameter_defs()
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for p in parameter_defs:
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if p.name == param_name:
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return p
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return {}
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func set_parameter(n : String, v) -> void:
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parameters[n] = v
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source_changed(0)
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emit_signal("parameter_changed", n, v)
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func notify_output_change(output_index : int) -> void:
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var targets = get_targets(output_index)
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for target in targets:
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target.generator.source_changed(target.input_index)
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func source_changed(__) -> void:
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emit_signal("parameter_changed", "__input_changed__", 0)
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for i in range(get_output_defs().size()):
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notify_output_change(i)
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func get_input_defs() -> Array:
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return []
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func get_output_defs() -> Array:
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return []
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func get_source(input_index : int) -> OutputPort:
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return get_parent().get_port_source(name, input_index)
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func get_targets(output_index : int) -> Array:
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var parent = get_parent()
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if parent != null:
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return get_parent().get_port_targets(name, output_index)
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return []
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# get the list of outputs that depend on the input whose index is passed as parameter
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func follow_input(input_index : int) -> Array:
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var rv = []
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for i in range(get_output_defs().size()):
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rv.push_back(OutputPort.new(self, i))
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return rv
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func get_input_shader(input_index : int) -> Dictionary:
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var source = get_source(input_index)
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if source != null:
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return source.get_shader()
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return {}
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func get_shader(output_index : int, context) -> Dictionary:
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return get_shader_code("UV", output_index, context)
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func render(output_index : int, size : int):
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var context : MMGenContext = MMGenContext.new()
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var source = get_shader_code("UV", output_index, context)
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while source is GDScriptFunctionState:
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source = yield(source, "completed")
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if source.empty():
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source = { defs="", code="", textures={}, rgba="vec4(0.0)" }
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var shader : String = mm_renderer.generate_shader(source)
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var result = mm_renderer.render_shader(shader, source.textures, size)
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while result is GDScriptFunctionState:
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result = yield(result, "completed")
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return result
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func get_shader_code(uv : String, output_index : int, context : MMGenContext) -> Dictionary:
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var rv = _get_shader_code(uv, output_index, context)
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while rv is GDScriptFunctionState:
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rv = yield(rv, "completed")
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if !rv.empty():
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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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elif rv.has("rgba"):
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rv.f = "(dot("+rv.rgba+".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("rgba"):
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rv.rgb = rv.rgba+".rgb"
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else:
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rv.rgb = "vec3("+rv.f+")"
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if !rv.has("rgba"):
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rv.rgba = "vec4("+rv.rgb+", 1.0)"
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return rv
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func _get_shader_code(__, __, __) -> Dictionary:
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return {}
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func _serialize(data: Dictionary) -> Dictionary:
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print("cannot save "+name)
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return data
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func serialize() -> Dictionary:
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var rv = { name=name, type=get_type(), parameters={}, node_position={ x=position.x, y=position.y } }
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for p in parameters.keys():
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rv.parameters[p] = MMType.serialize_value(parameters[p])
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if seed_locked:
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rv.seed_value = seed_value
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if model != null:
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rv.type = model
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else:
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rv = _serialize(rv)
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return rv
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func _deserialize(data : Dictionary) -> void:
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pass
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func deserialize(data : Dictionary) -> void:
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_deserialize(data)
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if data.has("name"):
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name = data.name
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if data.has("node_position"):
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position.x = data.node_position.x
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position.y = data.node_position.y
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if data.has("parameters"):
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for p in data.parameters.keys():
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set_parameter(p, MMType.deserialize_value(data.parameters[p]))
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else:
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for p in get_parameter_defs():
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if data.has(p.name) and p.name != "type":
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set_parameter(p.name, MMType.deserialize_value(data[p.name]))
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if data.has("seed_value"):
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seed_locked = true
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seed_value = data.seed_value
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else:
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seed_locked = false
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_post_load()
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