mirror of
https://github.com/Relintai/material-maker.git
synced 2024-11-13 06:27:18 +01:00
335 lines
10 KiB
GDScript
335 lines
10 KiB
GDScript
tool
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extends MMGenBase
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class_name MMGenGraph
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var label : String = "Graph"
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var connections = []
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var editable : bool = false
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var transmits_seed : bool = true
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signal connections_changed(removed_connections, added_connections)
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func fix_remotes() -> void:
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for c in get_children():
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if c is MMGenRemote:
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c.fix()
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func _post_load() -> void:
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fix_remotes()
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func has_randomness() -> bool:
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if !transmits_seed:
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return false
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for c in get_children():
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if c.has_randomness() and !c.is_seed_locked():
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return true
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return false
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func get_type() -> String:
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return "graph"
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func get_type_name() -> String:
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return label
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func toggle_editable() -> bool:
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editable = !editable
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if editable:
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model = null
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return true
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func is_editable() -> bool:
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return editable
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func get_parameter_defs() -> Array:
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if has_node("gen_parameters"):
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return get_node("gen_parameters").get_parameter_defs()
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return []
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func set_parameter(p, v) -> void:
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if has_node("gen_parameters"):
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get_node("gen_parameters").set_parameter(p, v)
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func get_input_defs() -> Array:
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if has_node("gen_inputs"):
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return get_node("gen_inputs").get_output_defs()
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return []
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func get_output_defs() -> Array:
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if has_node("gen_outputs"):
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return get_node("gen_outputs").get_input_defs()
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return []
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func source_changed(input_index : int) -> void:
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if has_node("gen_inputs"):
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get_node("gen_inputs").source_changed(input_index)
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func get_port_source(gen_name: String, input_index: int) -> OutputPort:
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if gen_name == "gen_inputs":
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var parent = get_parent()
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if parent != null and parent.get_script() == get_script():
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return parent.get_port_source(name, input_index)
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else:
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for c in connections:
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if c.to == gen_name and c.to_port == input_index:
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var src_gen = get_node(c.from)
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if src_gen != null:
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if src_gen.get_script() == get_script():
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return src_gen.get_port_source("gen_outputs", c.from_port)
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return OutputPort.new(src_gen, c.from_port)
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return null
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func get_port_targets(gen_name: String, output_index: int) -> Array:
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var rv = []
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for c in connections:
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if c.from == gen_name and c.from_port == output_index:
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var tgt_gen = get_node(c.to)
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if tgt_gen != null:
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rv.push_back(InputPort.new(tgt_gen, c.to_port))
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return rv
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func add_generator(generator : MMGenBase) -> bool:
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var name = generator.name
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if generator.name == "Material":
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if has_node("Material"):
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# Cannot create a material if it exists already
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return false
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else:
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var parent = get_parent()
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if parent != null and parent is Object and parent.get_script() == get_script():
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# Material is always in top level graph
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return false
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var index = 1
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while has_node(name):
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index += 1
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name = generator.name + "_" + str(index)
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generator.name = name
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add_child(generator)
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return true
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func remove_generator(generator : MMGenBase) -> bool:
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if !generator.can_be_deleted():
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return false
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var new_connections = []
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for c in connections:
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if c.from != generator.name and c.to != generator.name:
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new_connections.append(c)
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connections = new_connections
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remove_child(generator)
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fix_remotes()
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generator.queue_free()
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return true
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func replace_generator(old : MMGenBase, new : MMGenBase) -> void:
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new.name = old.name
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new.position = old.position
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remove_child(old)
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old.free()
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add_child(new)
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func get_connected_inputs(generator) -> Array:
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var rv : Array = []
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for c in connections:
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if c.to == generator.name:
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rv.push_back(c.to_port)
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return rv
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func get_connected_outputs(generator) -> Array:
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var rv : Array = []
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for c in connections:
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if c.from == generator.name:
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rv.push_back(c.from_port)
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return rv
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func connect_children(from, from_port : int, to, to_port : int) -> bool:
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# check the new connection does not create a loop
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var spreadlist = [ InputPort.new(to, to_port) ]
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while !spreadlist.empty():
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var input : InputPort = spreadlist.pop_front()
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for o in input.generator.follow_input(input.input_index):
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if o.generator == from and o.output_index == from_port:
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return false
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for t in o.generator.get_parent().get_port_targets(o.generator.name, o.output_index):
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spreadlist.push_back(t)
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# disconnect target
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while true:
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var remove = -1
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for i in connections.size():
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if connections[i].to == to.name and connections[i].to_port == to_port:
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remove = i
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break
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if remove == -1:
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break
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connections.remove(remove)
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# create new connection
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connections.append({from=from.name, from_port=from_port, to=to.name, to_port=to_port})
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to.source_changed(to_port)
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return true
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func disconnect_children(from, from_port : int, to, to_port : int) -> bool:
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var new_connections : Array = []
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for c in connections:
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if c.from != from.name or c.from_port != from_port or c.to != to.name or c.to_port != to_port:
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new_connections.push_back(c)
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else:
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to.source_changed(to_port)
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connections = new_connections
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return true
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func reconnect_inputs(generator, reconnects : Dictionary) -> bool:
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var new_connections : Array = []
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var added_connections : Array = []
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var removed_connections : Array = []
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for c in connections:
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if c.to == generator.name and reconnects.has(c.to_port):
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removed_connections.push_back(c.duplicate(true))
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if reconnects[c.to_port] < 0:
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continue
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c.to_port = reconnects[c.to_port]
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added_connections.push_back(c.duplicate(true))
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new_connections.push_back(c)
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connections = new_connections
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if !removed_connections.empty():
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emit_signal("connections_changed", removed_connections, added_connections)
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return true
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func reconnect_outputs(generator, reconnects : Dictionary) -> bool:
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var new_connections : Array = []
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var added_connections : Array = []
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var removed_connections : Array = []
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for c in connections:
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if c.from == generator.name and reconnects.has(c.from_port):
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removed_connections.push_back(c.duplicate(true))
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if reconnects[c.from_port] < 0:
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continue
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c.from_port = reconnects[c.from_port]
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added_connections.push_back(c.duplicate(true))
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new_connections.push_back(c)
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connections = new_connections
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if !removed_connections.empty():
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emit_signal("connections_changed", removed_connections, added_connections)
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return true
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func _get_shader_code(uv : String, output_index : int, context : MMGenContext) -> Dictionary:
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var outputs = get_node("gen_outputs")
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if outputs != null:
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var rv = outputs._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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return rv
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return { globals=[], defs="", code="", textures={} }
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func edit(node) -> void:
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node.get_parent().call_deferred("update_view", self)
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func create_subgraph(gens : Array) -> MMGenGraph:
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# Remove material, gen_inputs and gen_outputs nodes
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var generators = []
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var center = Vector2(0, 0)
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var left_bound = 65535
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var right_bound = -65536
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var upper_bound = 65536
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var count = 0
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# Filter group nodes and calculate boundin box
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for g in gens:
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if g.name != "Material" and g.name != "gen_inputs" and g.name != "gen_outputs":
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generators.push_back(g)
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var p = g.position
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center += p
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count += 1
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if left_bound > p.x: left_bound = p.x
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if right_bound < p.x: right_bound = p.x
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if upper_bound > p.y: upper_bound = p.y
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if count == 0:
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return null
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center /= count
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# Create a new graph and add it to the current one
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var new_graph = get_script().new()
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new_graph.name = "graph"
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add_generator(new_graph)
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new_graph.position = center
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# Add grouped generators and keep their names
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var names : Array = []
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for g in generators:
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names.push_back(g.name)
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remove_child(g)
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new_graph.add_generator(g)
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# Create inputs and outputs generators
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var gen_inputs = MMGenIOs.new()
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gen_inputs.name = "gen_inputs"
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gen_inputs.position = Vector2(left_bound-300, center.y)
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new_graph.add_generator(gen_inputs)
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var gen_outputs = MMGenIOs.new()
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gen_outputs.name = "gen_outputs"
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gen_outputs.position = Vector2(right_bound+300, center.y)
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new_graph.add_generator(gen_outputs)
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# Process connections
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var new_graph_connections = []
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var my_new_connections = []
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var inputs = []
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var outputs = []
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for c in connections:
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var src_name = c.from+"."+str(c.from_port)
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if names.find(c.from) != -1 and names.find(c.to) != -1:
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new_graph_connections.push_back(c)
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elif names.find(c.from) != -1:
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var port_index = outputs.find(src_name)
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if port_index == -1:
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port_index = outputs.size()
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outputs.push_back(src_name)
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gen_outputs.ports.push_back( { name="port"+str(port_index), type="rgba" } )
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print(gen_outputs.ports)
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my_new_connections.push_back( { from=new_graph.name, from_port=port_index, to=c.to, to_port=c.to_port } )
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new_graph_connections.push_back( { from=c.from, from_port=c.from_port, to="gen_outputs", to_port=port_index } )
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elif names.find(c.to) != -1:
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var port_index = inputs.find(src_name)
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if port_index == -1:
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port_index = inputs.size()
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inputs.push_back(src_name)
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gen_inputs.ports.push_back( { name="port"+str(port_index), type="rgba" } )
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my_new_connections.push_back( { from=c.from, from_port=c.from_port, to=new_graph.name, to_port=port_index } )
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new_graph_connections.push_back( { from="gen_inputs", from_port=port_index, to=c.to, to_port=c.to_port } )
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else:
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my_new_connections.push_back(c)
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connections = my_new_connections
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new_graph.connections = new_graph_connections
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var found_remote = false
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var remote_script = load("res://addons/material_maker/engine/gen_remote.gd")
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for g in generators:
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if g.get_script() == remote_script:
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g.name = "gen_parameters"
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found_remote = true
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new_graph.parameters = g.parameters.duplicate(true)
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break
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if !found_remote:
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var gen_parameters = remote_script.new()
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gen_parameters.name = "gen_parameters"
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gen_parameters.position = Vector2(center.x - 200, upper_bound-300)
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new_graph.add_child(gen_parameters)
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fix_remotes()
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new_graph.fix_remotes()
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return new_graph
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func _serialize(data: Dictionary) -> Dictionary:
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data.label = label
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data.nodes = []
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for c in get_children():
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data.nodes.append(c.serialize())
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data.connections = connections
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return data
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func _deserialize(data : Dictionary) -> void:
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if data.has("label"):
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label = data.label
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var nodes = data.nodes if data.has("nodes") else []
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var connections = data.connections if data.has("connections") else []
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load("res://addons/material_maker/engine/loader.gd").add_to_gen_graph(self, nodes, connections)
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