mirror of
https://github.com/Relintai/material-maker.git
synced 2024-11-13 06:27:18 +01:00
a946206a34
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.
171 lines
5.0 KiB
GDScript
171 lines
5.0 KiB
GDScript
tool
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extends GraphEdit
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signal graph_changed
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func _ready():
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pass
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func get_source(node, port):
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for c in get_connection_list():
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if c.to == node && c.to_port == port:
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return { node=c.from, slot=c.from_port }
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func add_node(node, position = null):
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add_child(node)
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if position != null:
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node.offset = position
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node.connect("close_request", self, "remove_node", [ node ])
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func add_node_globalpos(node, global_position):
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add_node(node, (scroll_offset + global_position - rect_global_position) / zoom)
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func remove_node(node):
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var node_name = node.name
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for c in get_connection_list():
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if c.from == node_name or c.to == node_name:
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disconnect_node(c.from, c.from_port, c.to, c.to_port)
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node.queue_free()
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send_changed_signal()
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func _on_GraphEdit_connection_request(from, from_slot, to, to_slot):
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var disconnect = get_source(to, to_slot)
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if disconnect != null:
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disconnect_node(disconnect.node, disconnect.slot, to, to_slot)
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connect_node(from, from_slot, to, to_slot)
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send_changed_signal();
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func _on_GraphEdit_disconnection_request(from, from_slot, to, to_slot):
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disconnect_node(from, from_slot, to, to_slot)
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send_changed_signal();
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func clear_material():
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clear_connections()
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for c in get_children():
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if c is GraphNode:
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remove_child(c)
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c.free()
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func new_material():
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clear_material()
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var node_type = load("res://addons/procedural_material/nodes/material.tscn")
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if node_type != null:
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var node = node_type.instance()
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add_node(node)
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do_send_changed_signal()
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func load_file(filename):
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var file = File.new()
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if file.open(filename, File.READ) != OK:
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return
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var data = parse_json(file.get_as_text())
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file.close()
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clear_material()
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for n in data.nodes:
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if !n.has("type"):
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continue
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var node_type = load("res://addons/procedural_material/nodes/"+n.type+".tscn")
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if node_type != null:
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var node = node_type.instance()
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node.name = n.name
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add_node(node)
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node.deserialize(n)
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for c in data.connections:
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connect_node(c.from, c.from_port, c.to, c.to_port)
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do_send_changed_signal()
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func save_file(filename):
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var data = { nodes = [] }
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for c in get_children():
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if c is GraphNode:
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data.nodes.append(c.serialize())
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data.connections = get_connection_list()
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var file = File.new()
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if file.open(filename, File.WRITE) == OK:
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file.store_string(to_json(data))
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file.close()
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func send_changed_signal():
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$Timer.start()
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func do_send_changed_signal():
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emit_signal("graph_changed")
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func generate_shader(node):
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var code
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code = "shader_type canvas_item;\n\n"
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var file = File.new()
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file.open("res://addons/procedural_material/common.shader", File.READ)
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code += file.get_as_text()
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code += "\n"
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for c in get_children():
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if c is GraphNode:
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c.generated = false
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c.generated_variants = []
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var src_code = node.get_shader_code("UV")
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var shader_code = src_code.defs
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shader_code += "void fragment() {\n"
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shader_code += src_code.code
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if src_code.has("rgb"):
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shader_code += "COLOR = vec4("+src_code.rgb+", 1.0);\n"
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elif src_code.has("f"):
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shader_code += "COLOR = vec4(vec3("+src_code.f+"), 1.0);\n"
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else:
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shader_code += "COLOR = vec4(1.0);\n"
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shader_code += "}\n"
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#print("GENERATED SHADER:\n"+shader_code)
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code += shader_code
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return code
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func setup_material(shader_material, textures, shader_code):
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for k in textures.keys():
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shader_material.set_shader_param(k+"_tex", textures[k])
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shader_material.shader.code = shader_code
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# Save shader to image
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var render_queue = []
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func render_to_viewport(node, size, method, args):
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render_queue.append( { shader=generate_shader(node), textures=node.get_textures(), size=size, method=method, args=args } )
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if render_queue.size() == 1:
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while !render_queue.empty():
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var job = render_queue.front()
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$SaveViewport.size = Vector2(job.size, job.size)
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$SaveViewport/ColorRect.rect_position = Vector2(0, 0)
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$SaveViewport/ColorRect.rect_size = Vector2(job.size, job.size)
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var shader_material = $SaveViewport/ColorRect.material
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shader_material.shader.code = job.shader
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for k in job.textures.keys():
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shader_material.set_shader_param(k+"_tex", job.textures[k])
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$SaveViewport.render_target_update_mode = Viewport.UPDATE_ONCE
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$SaveViewport.update_worlds()
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yield(get_tree(), "idle_frame")
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yield(get_tree(), "idle_frame")
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yield(get_tree(), "idle_frame")
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callv(job.method, job.args)
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render_queue.pop_front()
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func export_texture(node, filename, size = 256):
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if node == null:
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return null
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render_to_viewport(node, size, "do_export_texture", [ filename ])
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func do_export_texture(filename):
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var viewport_texture = $SaveViewport.get_texture()
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var viewport_image = viewport_texture.get_data()
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viewport_image.save_png(filename)
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func precalculate_texture(node, size, object, method, args):
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if node == null:
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return null
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render_to_viewport(node, size, "do_precalculate_texture", [ object, method, args ])
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func do_precalculate_texture(object, method, args):
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var viewport_texture = $SaveViewport.get_texture()
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var texture = ImageTexture.new()
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texture.create_from_image(viewport_texture.get_data())
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args.append(texture)
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object.callv(method, args)
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