material-maker/addons/material_maker/engine/gen_graph.gd
2019-09-19 07:56:32 +02:00

110 lines
2.9 KiB
GDScript

tool
extends MMGenBase
class_name MMGenGraph
var label : String = "Graph"
var connections = []
func get_type():
return "graph"
func get_type_name():
return label
func get_parameter_defs():
return []
func get_input_defs():
var inputs = get_node("gen_inputs")
if inputs != null:
return inputs.get_input_defs()
return []
func get_output_defs():
var outputs = get_node("gen_outputs")
if outputs != null:
return outputs.get_output_defs()
return []
func get_port_source(gen_name: String, input_index: int) -> OutputPort:
if gen_name == "gen_inputs":
var parent = get_parent()
if parent != null and parent.get_type() == "graph":
return parent.get_port_source(name, input_index)
else:
for c in connections:
if c.to == gen_name and c.to_port == input_index:
var src_gen = get_node(c.from)
if src_gen != null:
if src_gen.get_type() == "graph":
return src_gen.get_port_source("gen_outputs", c.from_port)
return OutputPort.new(src_gen, c.from_port)
return null
func get_port_target(gen_name: String, output_index: int) -> InputPort:
for c in connections:
if c.from == gen_name and c.from_port == output_index:
var tgt_gen = get_node(c.to)
if tgt_gen != null:
return InputPort.new(tgt_gen, c.to_port)
return null
func remove_generator(generator : MMGenBase):
var new_connections = []
for c in connections:
if c.from != generator.name and c.to != generator.name:
new_connections.append(c)
connections = new_connections
generator.queue_free()
func replace_generator(old : MMGenBase, new : MMGenBase):
new.name = old.name
new.position = old.position
remove_child(old)
old.free()
add_child(new)
func connect_children(from, from_port : int, to, to_port : int):
# disconnect target
while true:
var remove = -1
for i in connections.size():
if connections[i].to == to.name and connections[i].to_port == to_port:
remove = i
break
if remove == -1:
break
connections.remove(remove)
# create new connection
connections.append({from=from.name, from_port=from_port, to=to.name, to_port=to_port})
return true
func disconnect_children(from, from_port : int, to, to_port : int):
while true:
var remove = -1
for i in connections.size():
if connections[i].from == from.name and connections[i].from_port == from_port and connections[i].to == to.name and connections[i].to_port == to_port:
remove = i
break
if remove == -1:
break
connections.remove(remove)
return true
func _get_shader_code(uv : String, output_index : int, context : MMGenContext):
print("Getting shader code from graph")
var outputs = get_node("gen_outputs")
if outputs != null:
outputs._get_shader_code(uv, output_index, context)
return { defs="", code="", textures={} }
func _serialize(data):
data.label = label
data.nodes = []
for c in get_children():
data.nodes.append(c.serialize())
data.connections = connections
return data
func edit(node):
node.get_parent().call_deferred("update_view", self)