material-maker/material_maker/nodes/tones.gd

153 lines
4.7 KiB
GDScript

extends MMGraphNodeBase
class Cursor:
extends Control
var color : Color
var top : bool = true
var position : float
const WIDTH : int = 8
const HEIGHT : int = 8
func _init(c, p, t = true):
color = c
position = p
top = t
func _ready() -> void:
rect_position = Vector2(position * get_parent().rect_size.x - 0.5*WIDTH, -2 if top else get_parent().rect_size.y+2-HEIGHT)
rect_size = Vector2(WIDTH, HEIGHT)
func _draw() -> void:
var polygon : PoolVector2Array
if top:
polygon = PoolVector2Array([Vector2(0, 0), Vector2(WIDTH/2, HEIGHT), Vector2(WIDTH, 0), Vector2(0, 0)])
else:
polygon = PoolVector2Array([Vector2(0, HEIGHT), Vector2(WIDTH/2, 0), Vector2(WIDTH, HEIGHT), Vector2(0, HEIGHT)])
var c = color
c.a = 1.0
draw_colored_polygon(polygon, c)
var outline_color = 0.0 if position > 0.5 else 1.0
draw_polyline(polygon, Color(outline_color, outline_color, outline_color), 1.0, true)
func _gui_input(ev) -> void:
if ev is InputEventMouseMotion && (ev.button_mask & 1) != 0:
rect_position.x += ev.relative.x
rect_position.x = min(max(-0.5*WIDTH, rect_position.x), get_parent().rect_size.x-0.5*WIDTH)
var new_position = (rect_position.x+0.5*WIDTH)/get_parent().rect_size.x
if new_position != position:
position = new_position
get_parent().get_parent().update_value(self, position)
update()
func get_position() -> Vector2:
return rect_position.x / (get_parent().rect_size.x - WIDTH)
var cursor_in_min : Cursor
var cursor_in_mid : Cursor
var cursor_in_max : Cursor
var cursor_out_min : Cursor
var cursor_out_max : Cursor
func _ready() -> void:
var slot_color = mm_io_types.types["rgba"].color
var slot_type = mm_io_types.types["rgba"].slot_type
set_slot(0, true, slot_type, slot_color, true, slot_type, slot_color)
cursor_in_min = Cursor.new(Color(0.0, 0.0, 0.0), 0.0)
$Histogram.add_child(cursor_in_min)
cursor_in_mid = Cursor.new(Color(0.5, 0.5, 0.5), 0.5)
$Histogram.add_child(cursor_in_mid)
cursor_in_max = Cursor.new(Color(1.0, 1.0, 1.0), 1.0)
$Histogram.add_child(cursor_in_max)
cursor_out_min = Cursor.new(Color(0.0, 0.0, 0.0), 0.0, false)
$Histogram.add_child(cursor_out_min)
cursor_out_max = Cursor.new(Color(1.0, 1.0, 1.0), 1.0, false)
$Histogram.add_child(cursor_out_max)
func set_generator(g) -> void:
.set_generator(g)
generator.connect("parameter_changed", self, "on_parameter_changed")
update_node()
func update_node() -> void:
if has_node("NodeEditButtons"):
var r = $NodeEditButtons
remove_child(r)
r.free()
rect_size = Vector2(0, 0)
if generator.is_editable():
var edit_buttons = preload("res://material_maker/nodes/edit_buttons.tscn").instance()
add_child(edit_buttons)
edit_buttons.connect_buttons(self, "edit_generator", "load_generator", "save_generator")
set_slot(edit_buttons.get_index(), false, 0, Color(0.0, 0.0, 0.0), false, 0, Color(0.0, 0.0, 0.0))
func on_parameter_changed(p, v) -> void:
if p == "__input_changed__":
var source = generator.get_source(0)
var result = source.generator.render(source.output_index, 128, true)
while result is GDScriptFunctionState:
result = yield(result, "completed")
result.copy_to_texture($Histogram.get_image_texture())
result.release()
func set_parameter(n : String, v : float, d : float) -> void:
var value = generator.get_parameter(n)
match $Mode.selected:
0:
value.r = v
value.g = v
value.b = v
value.a = d
1:
value.r = v
2:
value.g = v
3:
value.b = v
4:
value.a = v
generator.set_parameter(n, value)
func update_value(control : Cursor, value : float) -> void:
match control:
cursor_in_min:
set_parameter("in_min", value, 0)
cursor_in_mid:
set_parameter("in_mid", value, 0.5)
cursor_in_max:
set_parameter("in_max", value, 1)
cursor_out_min:
set_parameter("out_min", value, 0)
cursor_out_max:
set_parameter("out_max", value, 1)
get_parent().send_changed_signal()
func edit_generator() -> void:
if generator.has_method("edit"):
generator.edit(self)
func update_generator(shader_model : Dictionary) -> void:
generator.set_shader_model(shader_model)
update_node()
func save_generator() -> void:
var dialog = FileDialog.new()
add_child(dialog)
dialog.rect_min_size = Vector2(500, 500)
dialog.access = FileDialog.ACCESS_FILESYSTEM
dialog.mode = FileDialog.MODE_SAVE_FILE
dialog.add_filter("*.mmg;Material Maker Generator")
dialog.connect("file_selected", self, "do_save_generator")
dialog.popup_centered()
func do_save_generator(file_name : String) -> void:
var file = File.new()
if file.open(file_name, File.WRITE) == OK:
var data = generator.serialize()
data.name = file_name.get_file().get_basename()
data.node_position = { x=0, y=0 }
file.store_string(JSON.print(data, "\t", true))
file.close()
mm_loader.update_predefined_generators()