mirror of
https://github.com/Relintai/material-maker.git
synced 2024-11-13 06:27:18 +01:00
ff191538f6
Moved handling of the "global" definitions of shaders into main shader generation code. Added group creation (does not create inputs yet, and remotes should be cleaned). updated all preview meshes (to fix problems with depth).
95 lines
3.1 KiB
GDScript
95 lines
3.1 KiB
GDScript
tool
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extends Object
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class_name MMGenLoader
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static func load_gen(filename: String) -> MMGenBase:
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var file = File.new()
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if file.open(filename, File.READ) == OK:
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var data = parse_json(file.get_as_text())
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return create_gen(data)
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return null
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static func add_to_gen_graph(gen_graph, generators, connections):
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var rv = { generators=[], connections=[] }
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var gennames = {}
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for n in generators:
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var g = create_gen(n)
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if g != null:
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var orig_name = g.name
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gen_graph.add_generator(g)
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rv.generators.append(g)
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gennames[orig_name] = g.name
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for c in connections:
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if gennames.has(c.from) and gennames.has(c.to):
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c.from = gennames[c.from]
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c.to = gennames[c.to]
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gen_graph.connections.append(c)
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rv.connections.append(c)
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return rv
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static func create_gen(data) -> MMGenBase:
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var generator = null
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if data.has("connections") and data.has("nodes"):
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generator = MMGenGraph.new()
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if data.has("label"):
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generator.label = data.label
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add_to_gen_graph(generator, data.nodes, data.connections)
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elif data.has("shader_model"):
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generator = MMGenShader.new()
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generator.set_shader_model(data.shader_model)
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elif data.has("convolution_params"):
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generator = MMGenConvolution.new()
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generator.set_convolution_params(data.convolution_params)
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elif data.has("model_data"):
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generator = MMGenShader.new()
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generator.set_shader_model(data.model_data)
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elif data.has("widgets"):
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generator = MMGenRemote.new()
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generator.set_widgets(data.widgets.duplicate(true))
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elif data.has("type"):
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if data.type == "material":
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generator = MMGenMaterial.new()
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elif data.type == "buffer":
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generator = MMGenBuffer.new()
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elif data.type == "image":
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generator = MMGenImage.new()
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elif data.type == "ios":
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generator = MMGenIOs.new()
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if data.has("mask"):
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generator.mask = int(data.mask)
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generator.ports = data.ports
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elif data.type == "switch":
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generator = MMGenSwitch.new()
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else:
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var file = File.new()
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var gen_path = OS.get_executable_path().get_base_dir()+"/generators"
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if file.open(gen_path+"/"+data.type+".mmg", File.READ) == OK:
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generator = create_gen(parse_json(file.get_as_text()))
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generator.model = data.type
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file.close()
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elif file.open("res://addons/material_maker/nodes/"+data.type+".mmg", File.READ) == OK:
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generator = create_gen(parse_json(file.get_as_text()))
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generator.model = data.type
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file.close()
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elif file.open("res://addons/material_maker/nodes/"+data.type+".mmn", File.READ) == OK:
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generator = MMGenShader.new()
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generator.model = data.type
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generator.set_shader_model(parse_json(file.get_as_text()))
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file.close()
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else:
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print("Cannot find description for "+data.type)
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if generator != null:
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generator.name = data.type
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else:
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print("LOADER: data not supported:"+str(data))
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if generator != null:
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if data.has("name"):
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generator.name = data.name
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if data.has("node_position"):
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generator.position.x = data.node_position.x
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generator.position.y = data.node_position.y
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if data.has("parameters"):
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for p in data.parameters.keys():
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generator.parameters[p] = MMType.deserialize_value(data.parameters[p])
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return generator
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