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.
137 lines
3.2 KiB
GDScript
137 lines
3.2 KiB
GDScript
tool
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extends GraphNode
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var generated = false
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var generated_variants = []
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var property_widgets = []
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func _ready():
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pass
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func initialize_properties(object_list):
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property_widgets = object_list
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for o in object_list:
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if o is LineEdit:
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set(o.name, float(o.text))
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o.connect("text_changed", self, "_on_text_changed", [ o.name ])
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elif o is SpinBox:
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set(o.name, o.value)
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o.connect("value_changed", self, "_on_value_changed", [ o.name ])
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elif o is OptionButton:
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set(o.name, o.selected)
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o.connect("item_selected", self, "_on_value_changed", [ o.name ])
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elif o is ColorPickerButton:
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set(o.name, o.color)
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o.connect("color_changed", self, "_on_color_changed", [ o.name ])
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func get_seed():
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return int(offset.x)*3+int(offset.y)*5
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func update_property_widgets():
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for o in property_widgets:
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if o is LineEdit:
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o.text = str(get(o.name))
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elif o is SpinBox:
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o.value = get(o.name)
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elif o is OptionButton:
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o.selected = get(o.name)
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elif o is ColorPickerButton:
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o.color = get(o.name)
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func update_shaders():
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get_parent().send_changed_signal()
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func _on_text_changed(new_text, variable):
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set(variable, float(new_text))
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update_shaders()
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func _on_value_changed(new_value, variable):
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set(variable, new_value)
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update_shaders()
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func _on_color_changed(new_color, variable):
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set(variable, new_color)
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update_shaders()
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func get_source(index = 0):
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for c in get_parent().get_children():
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if c != self && c is GraphNode:
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if get_parent().is_node_connected(c.name, 0, name, index):
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return c
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return null
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func get_source_f(source):
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var rv
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if source.has("rgb"):
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rv = "dot("+source.rgb+", vec3(1.0))/3.0"
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elif source.has("f"):
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rv = source.f
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else:
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rv = "***error***"
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return rv
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func get_source_rgb(source):
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var rv
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if source.has("rgb"):
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rv = source.rgb
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elif source.has("f"):
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rv = "vec3("+source.f+")"
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else:
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rv = "***error***"
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return rv
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func get_shader_code(uv):
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var rv = _get_shader_code(uv)
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if !rv.has("f"):
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if rv.has("rgb"):
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rv.f = "(dot("+rv.rgb+", vec3(1.0))/3.0)"
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else:
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rv.f = "0.0"
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if !rv.has("rgb"):
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if rv.has("f"):
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rv.rgb = "vec3("+rv.f+")"
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else:
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rv.f = "vec3(0.0)"
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return rv
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func get_textures():
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var list = {}
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for i in range(5):
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var source = get_source(i)
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if source != null:
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var source_list = source.get_textures()
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for k in source_list.keys():
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list[k] = source_list[k]
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return list
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func serialize_element(e):
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if typeof(e) == TYPE_COLOR:
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return { type= "Color", r=e.r, g=e.g, b=e.b, a=e.a }
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return e
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func deserialize_element(e):
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if typeof(e) == TYPE_DICTIONARY:
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if e.type == "Color":
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return Color(e.r, e.g, e.b, e.a)
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return e
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func serialize():
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var type = get_script().resource_path
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type = type.right(type.find_last("/")+1)
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type = type.left(type.find_last("."))
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var data = { name=name, type=type, node_position={x=offset.x, y=offset.y} }
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for w in property_widgets:
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var v = w.name
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data[v] = serialize_element(get(v))
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return data
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func deserialize(data):
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offset = Vector2(data.node_position.x, data.node_position.y)
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for w in property_widgets:
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var variable = w.name
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if data.has(variable):
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var value = deserialize_element(data[variable])
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set(variable, value)
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update_property_widgets()
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