material-maker/addons/procedural_material/node_base.gd
RodZill4 4c75ca8565 Added blend modes + minor fixed
Added blend modes (Dissolve, Multiply, Screen, Overlay, Hard Light, Soft Light).
Fixed color popup position in the GradientEditor.
Fixed initial panoram shown in preview.
2018-07-29 11:55:17 +02:00

132 lines
3.1 KiB
GDScript

tool
extends GraphNode
var generated = false
var generated_variants = []
var property_widgets = []
func _ready():
pass
func initialize_properties(object_list):
property_widgets = object_list
for o in object_list:
if o is LineEdit:
set(o.name, float(o.text))
o.connect("text_changed", self, "_on_text_changed", [ o.name ])
elif o is SpinBox:
set(o.name, o.value)
o.connect("value_changed", self, "_on_value_changed", [ o.name ])
elif o is OptionButton:
set(o.name, o.selected)
o.connect("item_selected", self, "_on_value_changed", [ o.name ])
elif o is ColorPickerButton:
set(o.name, o.color)
o.connect("color_changed", self, "_on_color_changed", [ o.name ])
func get_seed():
return int(offset.x)*3+int(offset.y)*5
func update_property_widgets():
for o in property_widgets:
if o is LineEdit:
o.text = str(get(o.name))
elif o is SpinBox:
o.value = get(o.name)
elif o is ColorPickerButton:
o.color = get(o.name)
func update_shaders():
get_parent().send_changed_signal()
func _on_text_changed(new_text, variable):
set(variable, float(new_text))
update_shaders()
func _on_value_changed(new_value, variable):
set(variable, new_value)
update_shaders()
func _on_color_changed(new_color, variable):
set(variable, new_color)
update_shaders()
func get_source(index = 0):
for c in get_parent().get_children():
if c != self && c is GraphNode:
if get_parent().is_node_connected(c.name, 0, name, index):
return c
return null
func get_source_f(source):
var rv
if source.has("rgb"):
rv = "dot("+source.rgb+", vec3(1.0))/3.0"
elif source.has("f"):
rv = source.f
else:
rv = "***error***"
return rv
func get_source_rgb(source):
var rv
if source.has("rgb"):
rv = source.rgb
elif source.has("f"):
rv = "vec3("+source.f+")"
else:
rv = "***error***"
return rv
func get_shader_code(uv):
var rv = _get_shader_code(uv)
if !rv.has("f") && rv.has("rgb"):
rv.f = "(dot("+rv.rgb+", vec3(1.0))/3.0)"
if !rv.has("rgb") && rv.has("f"):
rv.rgb = "vec3("+rv.f+")"
return rv
func get_textures():
var list = {}
for i in range(5):
var source = get_source(i)
if source != null:
var source_list = source.get_textures()
for k in source_list.keys():
list[k] = source_list[k]
return list
func queue_free():
get_parent().remove_node(self.name)
.queue_free()
func serialize_element(e):
if typeof(e) == TYPE_COLOR:
return { type= "Color", r=e.r, g=e.g, b=e.b, a=e.a }
return e
func deserialize_element(e):
if typeof(e) == TYPE_DICTIONARY:
if e.type == "Color":
return Color(e.r, e.g, e.b, e.a)
return e
func serialize():
var type = get_script().resource_path
type = type.right(type.find_last("/")+1)
type = type.left(type.find_last("."))
var data = { name=name, type=type, node_position={x=offset.x, y=offset.y} }
for w in property_widgets:
var v = w.name
data[v] = serialize_element(get(v))
return data
func deserialize(data):
offset = Vector2(data.node_position.x, data.node_position.y)
for w in property_widgets:
var variable = w.name
var value = deserialize_element(data[variable])
set(variable, value)
update_property_widgets()