mirror of
https://github.com/Relintai/material-maker.git
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6b9b954526
now load/save dialog use the non-editor classes (thus usable when running the project). Refactored graphedit and node code (mainly load/save and adding and removing nodes).
52 lines
1.4 KiB
GDScript
52 lines
1.4 KiB
GDScript
tool
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extends "res://addons/procedural_material/node_base.gd"
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var file_path = null
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func _ready():
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set_slot(0, false, 0, Color(0.5, 0.5, 1), true, 0, Color(0.5, 0.5, 1))
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func set_texture(path):
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file_path = path
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var texture = ImageTexture.new()
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if path != null:
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texture.load(path)
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$TextureButton.texture_normal = texture
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get_parent().get_parent().generate_shader()
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func get_textures():
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var list = {}
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list[name] = $TextureButton.texture_normal
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return list
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func _get_shader_code(uv):
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var rv = { defs="", code="" }
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if generated_variants.empty():
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rv.defs = "uniform sampler2D "+name+"_tex;\n"
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var variant_index = generated_variants.find(uv)
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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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rv.code = "vec3 "+name+"_"+str(variant_index)+"_rgb = texture("+name+"_tex, "+uv+").rgb;\n"
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rv.rgb = name+"_"+str(variant_index)+"_rgb"
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return rv
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func _on_TextureButton_pressed():
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var dialog = EditorFileDialog.new()
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add_child(dialog)
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dialog.access = EditorFileDialog.ACCESS_FILESYSTEM
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dialog.mode = EditorFileDialog.MODE_OPEN_FILE
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dialog.add_filter("*.png;PNG image")
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dialog.add_filter("*.jpg;JPG image")
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dialog.connect("file_selected", self, "set_texture")
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dialog.popup_centered()
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func serialize():
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var data = .serialize()
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data.file_path = file_path
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return data
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func deserialize(data):
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set_texture(data.file_path)
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.deserialize(data)
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