material-maker/addons/procedural_material/graph_edit.gd

343 lines
9.7 KiB
GDScript

tool
extends GraphEdit
var save_path = null
var need_save = false
signal save_path_changed
signal graph_changed
func _ready():
$SaveViewport/ColorRect.material = $SaveViewport/ColorRect.material.duplicate(true)
OS.low_processor_usage_mode = true
center_view()
func _gui_input(event):
if event is InputEventKey and event.pressed:
var scancode_with_modifiers = event.get_scancode_with_modifiers()
if scancode_with_modifiers == KEY_C:
center_view()
elif scancode_with_modifiers == KEY_DELETE:
remove_selection()
# Misc. useful functions
func get_source(node, port):
for c in get_connection_list():
if c.to == node && c.to_port == port:
return { node=c.from, slot=c.from_port }
func offset_from_global_position(global_position):
return (scroll_offset + global_position - rect_global_position) / zoom
func add_node(node):
add_child(node)
node.connect("close_request", self, "remove_node", [ node ])
func connect_node(from, from_slot, to, to_slot):
var source_list = [ from ]
# Check if the new connection creates a cycle in the graph
while !source_list.empty():
var source = source_list.pop_front()
if source == to:
#print("cannot connect %s to %s (%s)" % [from, to, source])
return false
for c in get_connection_list():
if c.to == source and source_list.find(c.from) == -1:
source_list.append(c.from)
var disconnect = get_source(to, to_slot)
if disconnect != null:
.disconnect_node(disconnect.node, disconnect.slot, to, to_slot)
.connect_node(from, from_slot, to, to_slot)
send_changed_signal()
return true
func disconnect_node(from, from_slot, to, to_slot):
.disconnect_node(from, from_slot, to, to_slot)
send_changed_signal();
func remove_node(node):
var node_name = node.name
for c in get_connection_list():
if c.from == node_name or c.to == node_name:
disconnect_node(c.from, c.from_port, c.to, c.to_port)
send_changed_signal()
node.queue_free()
# Global operations on graph
func update_tab_title():
if !get_parent().has_method("set_tab_title"):
return
var title = "[unnamed]"
if save_path != null:
title = save_path.right(save_path.rfind("/")+1)
if need_save:
title += " *"
if get_parent().has_method("set_tab_title"):
get_parent().set_tab_title(get_index(), title)
func set_need_save(ns):
if ns != need_save:
need_save = ns
update_tab_title()
func set_save_path(path):
if path != save_path:
save_path = path
update_tab_title()
emit_signal("save_path_changed", self, path)
func clear_material():
clear_connections()
for c in get_children():
if c is GraphNode:
remove_child(c)
c.free()
send_changed_signal()
func new_material():
clear_material()
create_node({name="Material", type="material"})
set_save_path(null)
center_view()
func get_free_name(type):
var i = 0
while true:
var node_name = type+"_"+str(i)
if !has_node(node_name):
return node_name
i += 1
func create_nodes(data, position = null):
if data == null:
return
if data.has("type"):
var node_type = load("res://addons/procedural_material/nodes/"+data.type+".tscn")
if node_type != null:
var node = node_type.instance()
if data.has("name") && !has_node(data.name):
node.name = data.name
else:
node.name = get_free_name(data.type)
add_node(node)
node.deserialize(data)
if position != null:
node.offset += position
send_changed_signal()
return node
else:
if typeof(data.nodes) == TYPE_ARRAY and typeof(data.connections) == TYPE_ARRAY:
var names = {}
for c in data.nodes:
var node = create_nodes(c, position)
if node != null:
names[c.name] = node.name
node.selected = true
for c in data.connections:
connect_node(names[c.from], c.from_port, "Material" if c.to == "Material" else names[c.to], c.to_port)
return null
func load_file():
var dialog = FileDialog.new()
add_child(dialog)
dialog.rect_min_size = Vector2(500, 500)
dialog.access = FileDialog.ACCESS_FILESYSTEM
dialog.mode = FileDialog.MODE_OPEN_FILE
dialog.add_filter("*.ptex;Procedural textures file")
dialog.connect("file_selected", self, "do_load_file")
dialog.popup_centered()
func do_load_file(filename):
var file = File.new()
if file.open(filename, File.READ) != OK:
return
var data = parse_json(file.get_as_text())
file.close()
clear_material()
for n in data.nodes:
var node = create_nodes(n)
for c in data.connections:
connect_node(c.from, c.from_port, c.to, c.to_port)
set_save_path(filename)
set_need_save(false)
center_view()
func save_file():
if save_path != null:
do_save_file(save_path)
else:
save_file_as()
func save_file_as():
var dialog = FileDialog.new()
add_child(dialog)
dialog.rect_min_size = Vector2(500, 500)
dialog.access = FileDialog.ACCESS_FILESYSTEM
dialog.mode = FileDialog.MODE_SAVE_FILE
dialog.add_filter("*.ptex;Procedural textures file")
dialog.connect("file_selected", self, "do_save_file")
dialog.popup_centered()
func do_save_file(filename):
var data = { nodes = [] }
for c in get_children():
if c is GraphNode:
data.nodes.append(c.serialize())
data.connections = get_connection_list()
var file = File.new()
if file.open(filename, File.WRITE) == OK:
file.store_string(to_json(data))
file.close()
set_save_path(filename)
set_need_save(false)
func export_textures(size = null):
if save_path != null:
var prefix = save_path.left(save_path.rfind("."))
for c in get_children():
if c is GraphNode && c.has_method("export_textures"):
c.export_textures(prefix, size)
# Cut / copy / paste
func remove_selection():
for c in get_children():
if c is GraphNode and c.selected && c.name != "Material":
remove_node(c)
func serialize_selection():
var data = { nodes = [], connections = [] }
var nodes = []
for c in get_children():
if c is GraphNode and c.selected && c.name != "Material":
nodes.append(c)
if nodes.empty():
return null
var center = Vector2(0, 0)
for n in nodes:
center += n.offset+0.5*n.rect_size
center /= nodes.size()
for n in nodes:
var s = n.serialize()
var p = n.offset-center
s.node_position = { x=p.x, y=p.y }
data.nodes.append(s)
for c in get_connection_list():
var from = get_node(c.from)
var to = get_node(c.to)
if from != null and from.selected and to != null and to.selected:
data.connections.append(c)
return data
func can_copy():
for c in get_children():
if c is GraphNode and c.selected && c.name != "Material":
return true
return false
func cut():
copy()
remove_selection()
func copy():
OS.clipboard = to_json(serialize_selection())
func paste(pos = Vector2(0, 0)):
for c in get_children():
if c is GraphNode:
c.selected = false
var data = parse_json(OS.clipboard)
create_nodes(data, scroll_offset+0.5*rect_size)
# Center view
func center_view():
var center = Vector2(0, 0)
var node_count = 0
for c in get_children():
if c is GraphNode:
center += c.offset + 0.5*c.rect_size
node_count += 1
if node_count > 0:
center /= node_count
scroll_offset = center - 0.5*rect_size
# Delay after graph update
func send_changed_signal():
set_need_save(true)
$Timer.start()
func do_send_changed_signal():
emit_signal("graph_changed")
# Drag and drop
func can_drop_data(position, data):
return typeof(data) == TYPE_DICTIONARY and (data.has('type') or (data.has('nodes') and data.has('connections')))
func drop_data(position, data):
# The following mitigates the SpinBox problem (captures mouse while dragging)
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
create_nodes(data, offset_from_global_position(get_global_transform().xform(position)))
return true
# Save shader to image, create image texture
func setup_material(shader_material, textures, shader_code):
for k in textures.keys():
shader_material.set_shader_param(k+"_tex", textures[k])
shader_material.shader.code = shader_code
var render_queue = []
func render_shader_to_viewport(shader, textures, size, method, args):
render_queue.append( { shader=shader, textures=textures, size=size, method=method, args=args } )
if render_queue.size() == 1:
while !render_queue.empty():
var job = render_queue.front()
$SaveViewport.size = Vector2(job.size, job.size)
$SaveViewport/ColorRect.rect_position = Vector2(0, 0)
$SaveViewport/ColorRect.rect_size = Vector2(job.size, job.size)
var shader_material = $SaveViewport/ColorRect.material
shader_material.shader.code = job.shader
if job.textures != null:
for k in job.textures.keys():
shader_material.set_shader_param(k+"_tex", job.textures[k])
$SaveViewport.render_target_update_mode = Viewport.UPDATE_ONCE
$SaveViewport.update_worlds()
yield(get_tree(), "idle_frame")
yield(get_tree(), "idle_frame")
callv(job.method, job.args)
render_queue.pop_front()
func render_to_viewport(node, size, method, args):
render_shader_to_viewport(node.generate_shader(), node.get_textures(), size, method, args)
func export_texture(node, filename, size = 256):
if node == null:
return null
render_to_viewport(node, size, "do_export_texture", [ filename ])
func do_export_texture(filename):
var viewport_texture = $SaveViewport.get_texture()
var viewport_image = viewport_texture.get_data()
viewport_image.save_png(filename)
func precalculate_node(node, size, target_texture, object, method, args):
if node == null:
return null
render_to_viewport(node, size, "do_precalculate_texture", [ object, method, args ])
func precalculate_shader(shader, textures, size, target_texture, object, method, args):
render_shader_to_viewport(shader, textures, size, "do_precalculate_texture", [ target_texture, object, method, args ])
func do_precalculate_texture(target_texture, object, method, args):
var viewport_texture = $SaveViewport.get_texture()
target_texture.create_from_image(viewport_texture.get_data())
object.callv(method, args)