material-maker/material_maker/widgets/histogram/histogram.gd

68 lines
2.3 KiB
GDScript

extends Control
var generator : MMGenBase = null
var output : int = 0
onready var image : ColorRect = $ViewportImage/ColorRect
func get_image_texture() -> ImageTexture:
return $ViewportImage/ColorRect.material.get_shader_param("tex")
func get_histogram_texture() -> ImageTexture:
return $Control.material.get_shader_param("tex")
func set_generator(g : MMGenBase, o : int = 0) -> void:
if is_instance_valid(generator):
generator.disconnect("parameter_changed", self, "on_parameter_changed")
var source = { defs="", code="", textures={}, type="f", f="1.0" }
if is_instance_valid(g):
generator = g
output = o
generator.connect("parameter_changed", self, "on_parameter_changed")
var param_defs : Array = generator.get_parameter_defs()
var gen_output_defs = generator.get_output_defs()
if ! gen_output_defs.empty():
var context : MMGenContext = MMGenContext.new()
source = generator.get_shader_code("uv", output, context)
while source is GDScriptFunctionState:
source = yield(source, "completed")
if source.empty():
source = { defs="", code="", textures={}, type="f", f="1.0" }
# Update shader
image.material.shader.code = MMGenBase.generate_preview_shader(source, source.type, "uniform vec2 size;void fragment() {COLOR = preview_2d(UV);}")
# Get parameter values from the shader code
var regex = RegEx.new()
regex.compile("uniform\\s+(\\w+)\\s+([\\w_\\d]+)\\s*=\\s*([^;]+);")
for p in regex.search_all(image.material.shader.code):
image.material.set_shader_param(p.strings[2], float(p.strings[3]))
# Set texture params
if source.has("textures"):
for k in source.textures.keys():
image.material.set_shader_param(k, source.textures[k])
update_histogram()
func on_parameter_changed(n : String, v) -> void:
if n == "__input_changed__":
set_generator(generator, output)
var p = generator.get_parameter_def(n)
if p.has("type"):
match p.type:
"float", "color", "gradient":
pass
_:
set_generator(generator, output)
func on_float_parameters_changed(parameter_changes : Dictionary) -> void:
var need_update : bool = false
for n in parameter_changes.keys():
for p in VisualServer.shader_get_param_list(image.material.shader.get_rid()):
if p.name == n:
image.material.set_shader_param(n, parameter_changes[n])
need_update = true
break
if need_update:
update_histogram()
func update_histogram() -> void:
pass