material-maker/addons/material_maker/engine/loader.gd
RodZill4 c121f7c00a Updated loader and random seed handling (#15)
Loader is not a lot more generic and deserialization code moved to generators.

There is now a small dice button on nodes that create random patterns that can be used to freeze the seed. Frozen nodes can thus be moved without affecting the seed.
Graph nodes can also transmit their seed to their children (this behavior can be enabled/disabled using the dice button at the top right of the graph pane).
2019-11-04 07:58:17 +01:00

107 lines
3.1 KiB
GDScript

tool
extends Object
class_name MMGenLoader
const STD_GENDEF_PATH = "res://addons/material_maker/nodes"
static func generator_name_from_path(path : String) -> String:
for p in [ STD_GENDEF_PATH, OS.get_executable_path().get_base_dir()+"/generators" ]:
print(p)
print(path.get_base_dir())
return path.get_basename().get_file()
static func load_gen(filename: String) -> MMGenBase:
var file = File.new()
if file.open(filename, File.READ) == OK:
var data = parse_json(file.get_as_text())
return create_gen(data)
return null
static func add_to_gen_graph(gen_graph, generators, connections) -> Dictionary:
var rv = { generators=[], connections=[] }
var gennames = {}
for n in generators:
var g = create_gen(n)
if g != null:
var orig_name = g.name
gen_graph.add_generator(g)
rv.generators.append(g)
gennames[orig_name] = g.name
for c in connections:
if gennames.has(c.from) and gennames.has(c.to):
c.from = gennames[c.from]
c.to = gennames[c.to]
if gen_graph.connect_children(gen_graph.get_node(c.from), c.from_port, gen_graph.get_node(c.to), c.to_port):
rv.connections.append(c)
return rv
static func create_gen(data) -> MMGenBase:
var guess = [
{ keyword="connections", type=MMGenGraph },
{ keyword="nodes", type=MMGenGraph },
{ keyword="shader_model", type=MMGenShader },
{ keyword="convolution_params", type=MMGenConvolution },
{ keyword="model_data", type=MMGenShader },
{ keyword="convolution_params", type=MMGenConvolution },
{ keyword="widgets", type=MMGenRemote }
]
var types = {
material = MMGenMaterial,
buffer = MMGenBuffer,
image = MMGenImage,
ios = MMGenIOs,
switch = MMGenSwitch,
export = MMGenExport,
comment = MMGenComment,
debug = MMGenDebug
}
var generator = null
for g in guess:
if data.has(g.keyword):
generator = g.type.new()
break
if generator == null and data.has("type"):
if types.has(data.type):
generator = types[data.type].new()
else:
var file = File.new()
var gen_paths = [ STD_GENDEF_PATH, OS.get_executable_path().get_base_dir()+"/generators" ]
for p in gen_paths:
if file.open(p+"/"+data.type+".mmg", File.READ) == OK:
generator = create_gen(parse_json(file.get_as_text()))
generator.model = data.type
file.close()
break
elif file.open(p+"/"+data.type+".mmn", File.READ) == OK:
generator = MMGenShader.new()
generator.model = data.type
generator.set_shader_model(parse_json(file.get_as_text()))
file.close()
break
if generator == null:
print("Cannot find description for "+data.type)
if generator != null:
generator.name = data.type
if generator == null:
print("LOADER: data not supported:"+str(data))
if generator != null:
generator.deserialize(data)
return generator
static func get_generator_list() -> Array:
var rv = []
var dir : Directory = Directory.new()
for p in [ STD_GENDEF_PATH, OS.get_executable_path().get_base_dir()+"/generators" ]:
dir.open(p)
dir.list_dir_begin(true)
while true:
var f = dir.get_next()
if f == "":
break
if f.right(f.length()-4) == ".mmg":
var n = f.left(f.length()-4)
if rv.find(n) == -1:
rv.push_back(n)
rv.sort()
return rv