material-maker/addons/procedural_material/graph_edit.gd
RodZill4 a946206a34 Material export and usability improvements
Refactored rendering of textures for save and exporting material now saves all textures.
Added an option to start a clear the project, and proper "save" and "save as..." options.
Added support for disconnects.
2018-08-03 08:16:38 +02:00

171 lines
5.0 KiB
GDScript

tool
extends GraphEdit
signal graph_changed
func _ready():
pass
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 add_node(node, position = null):
add_child(node)
if position != null:
node.offset = position
node.connect("close_request", self, "remove_node", [ node ])
func add_node_globalpos(node, global_position):
add_node(node, (scroll_offset + global_position - rect_global_position) / zoom)
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)
node.queue_free()
send_changed_signal()
func _on_GraphEdit_connection_request(from, from_slot, to, to_slot):
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();
func _on_GraphEdit_disconnection_request(from, from_slot, to, to_slot):
disconnect_node(from, from_slot, to, to_slot)
send_changed_signal();
func clear_material():
clear_connections()
for c in get_children():
if c is GraphNode:
remove_child(c)
c.free()
func new_material():
clear_material()
var node_type = load("res://addons/procedural_material/nodes/material.tscn")
if node_type != null:
var node = node_type.instance()
add_node(node)
do_send_changed_signal()
func 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:
if !n.has("type"):
continue
var node_type = load("res://addons/procedural_material/nodes/"+n.type+".tscn")
if node_type != null:
var node = node_type.instance()
node.name = n.name
add_node(node)
node.deserialize(n)
for c in data.connections:
connect_node(c.from, c.from_port, c.to, c.to_port)
do_send_changed_signal()
func 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()
func send_changed_signal():
$Timer.start()
func do_send_changed_signal():
emit_signal("graph_changed")
func generate_shader(node):
var code
code = "shader_type canvas_item;\n\n"
var file = File.new()
file.open("res://addons/procedural_material/common.shader", File.READ)
code += file.get_as_text()
code += "\n"
for c in get_children():
if c is GraphNode:
c.generated = false
c.generated_variants = []
var src_code = node.get_shader_code("UV")
var shader_code = src_code.defs
shader_code += "void fragment() {\n"
shader_code += src_code.code
if src_code.has("rgb"):
shader_code += "COLOR = vec4("+src_code.rgb+", 1.0);\n"
elif src_code.has("f"):
shader_code += "COLOR = vec4(vec3("+src_code.f+"), 1.0);\n"
else:
shader_code += "COLOR = vec4(1.0);\n"
shader_code += "}\n"
#print("GENERATED SHADER:\n"+shader_code)
code += shader_code
return code
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
# Save shader to image
var render_queue = []
func render_to_viewport(node, size, method, args):
render_queue.append( { shader=generate_shader(node), textures=node.get_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
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")
yield(get_tree(), "idle_frame")
callv(job.method, job.args)
render_queue.pop_front()
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_texture(node, size, object, method, args):
if node == null:
return null
render_to_viewport(node, size, "do_precalculate_texture", [ object, method, args ])
func do_precalculate_texture(object, method, args):
var viewport_texture = $SaveViewport.get_texture()
var texture = ImageTexture.new()
texture.create_from_image(viewport_texture.get_data())
args.append(texture)
object.callv(method, args)