mirror of
https://github.com/Relintai/material-maker.git
synced 2024-12-23 21:16:54 +01:00
9834571c4a
Fixed shader generation with nested usage of inputs (process code until no further input substitution is possible)
264 lines
8.4 KiB
GDScript
264 lines
8.4 KiB
GDScript
tool
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extends GraphNode
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var generator = null setget set_generator
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var controls = []
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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func set_generator(g):
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generator = g
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update_node()
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func on_close_request():
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generator.get_parent().remove_generator(generator)
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func on_offset_changed():
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generator.position = offset
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func initialize_properties():
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for o in controls:
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if o == null:
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print("error in node "+name)
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continue
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if !generator.parameters.has(o.name):
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continue
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if o is LineEdit:
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o.text = str(generator.parameters[o.name])
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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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o.value = generator.parameters[o.name]
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o.connect("value_changed", self, "_on_value_changed", [ o.name ])
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elif o is HSlider:
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o.value = generator.parameters[o.name]
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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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o.selected = generator.parameters[o.name]
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o.connect("item_selected", self, "_on_value_changed", [ o.name ])
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elif o is CheckBox:
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o.pressed = generator.parameters[o.name]
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o.connect("toggled", self, "_on_value_changed", [ o.name ])
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elif o is ColorPickerButton:
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o.color = MMType.deserialize_value(generator.parameters[o.name])
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o.connect("color_changed", self, "_on_color_changed", [ o.name ])
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elif o is Control and o.filename == "res://addons/material_maker/widgets/gradient_editor.tscn":
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var gradient : MMGradient = MMGradient.new()
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gradient.deserialize(generator.parameters[o.name])
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o.value = gradient
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o.connect("updated", self, "_on_gradient_changed", [ o.name ])
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else:
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print("unsupported widget "+str(o))
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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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generator.parameters[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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generator.parameters[variable] = new_value
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update_shaders()
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func _on_color_changed(new_color, variable):
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generator.parameters[variable] = new_color
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update_shaders()
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func _on_gradient_changed(new_gradient, variable):
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generator.parameters[variable] = new_gradient
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update_shaders()
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func update_node():
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# Clean node
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var custom_node_buttons = null
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for c in get_children():
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if c.name != "CustomNodeButtons":
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remove_child(c)
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c.queue_free()
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else:
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custom_node_buttons = c
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rect_size = Vector2(0, 0)
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# Rebuild node
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title = generator.get_type_name()
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# Inputs
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var inputs = generator.get_input_defs()
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for i in range(inputs.size()):
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var input = inputs[i]
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var enable_left = false
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var color_left = Color(0.5, 0.5, 0.5)
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if typeof(input) == TYPE_DICTIONARY:
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if input.type == "rgb":
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enable_left = true
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color_left = Color(0.5, 0.5, 1.0)
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elif input.type == "rgba":
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enable_left = true
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color_left = Color(0.0, 0.5, 0.0, 0.5)
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else:
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enable_left = true
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set_slot(i, enable_left, 0, color_left, false, 0, Color())
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var hsizer : HBoxContainer = HBoxContainer.new()
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hsizer.size_flags_horizontal = SIZE_EXPAND | SIZE_FILL
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var label : Label = Label.new()
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label.text = input.label if input.has("label") else ""
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hsizer.add_child(label)
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add_child(hsizer)
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var input_names_width : int = 0
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for c in get_children():
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var width = c.get_child(0).rect_size.x
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if width > input_names_width:
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input_names_width = width
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if input_names_width > 0:
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input_names_width += 3
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for c in get_children():
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c.get_child(0).rect_min_size.x = input_names_width
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# Parameters
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controls = []
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var index = -1
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var regex = RegEx.new()
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regex.compile("^(\\d+):(.*)")
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for p in generator.get_parameter_defs():
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if !p.has("name") or !p.has("type"):
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continue
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var control = null
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if p.type == "float":
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if p.has("widget") and p.widget == "spinbox":
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control = SpinBox.new()
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else:
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control = HSlider.new()
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control.min_value = p.min
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control.max_value = p.max
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control.step = 0.005 if !p.has("step") else p.step
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control.allow_greater = true
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control.allow_lesser = true
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if p.has("default"):
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control.value = p.default
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control.rect_min_size.x = 80
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elif p.type == "size":
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control = OptionButton.new()
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for i in range(p.first, p.last+1):
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var s = pow(2, i)
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control.add_item("%dx%d" % [ s, s ])
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control.selected = 0 if !p.has("default") else p.default-p.first
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elif p.type == "enum":
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control = OptionButton.new()
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for i in range(p.values.size()):
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var value = p.values[i]
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control.add_item(value.name)
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control.selected = 0 if !p.has("default") else p.default
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elif p.type == "boolean":
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control = CheckBox.new()
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elif p.type == "color":
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control = ColorPickerButton.new()
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elif p.type == "gradient":
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control = preload("res://addons/material_maker/widgets/gradient_editor.tscn").instance()
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if control != null:
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var label = p.name
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control.name = label
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controls.append(control)
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if p.has("label"):
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label = p.label
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var result = regex.search(label)
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if result:
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index = result.get_string(1).to_int()-1
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label = result.get_string(2)
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else:
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index += 1
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var hsizer : HBoxContainer
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while index >= get_child_count():
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hsizer = HBoxContainer.new()
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hsizer.size_flags_horizontal = SIZE_EXPAND | SIZE_FILL
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var empty_control : Control = Control.new()
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empty_control.rect_min_size.x = input_names_width
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hsizer.add_child(empty_control)
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add_child(hsizer)
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hsizer = get_child(index)
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if label != "":
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var label_widget = Label.new()
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label_widget.text = label
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label_widget.size_flags_horizontal = SIZE_EXPAND | SIZE_FILL
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hsizer.add_child(label_widget)
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control.size_flags_horizontal = SIZE_EXPAND | SIZE_FILL
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hsizer.add_child(control)
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initialize_properties()
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# Outputs
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var outputs = generator.get_output_defs()
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for i in range(outputs.size()):
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var output = outputs[i]
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var enable_right = true
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var color_right = Color(0.5, 0.5, 0.5)
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assert(typeof(output) == TYPE_DICTIONARY)
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assert(output.has("type"))
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enable_right = true
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match output.type:
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"rgb": color_right = Color(0.5, 0.5, 1.0)
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"rgba": color_right = Color(0.0, 0.5, 0.0, 0.5)
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set_slot(i, is_slot_enabled_left(i), get_slot_type_left(i), get_slot_color_left(i), enable_right, 0, color_right)
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if i >= get_child_count():
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var control = Control.new()
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control.rect_min_size = Vector2(0, 16)
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add_child(control)
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if generator.model == null:
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var edit_buttons = preload("res://addons/material_maker/nodes/edit_buttons.tscn").instance()
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add_child(edit_buttons)
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edit_buttons.connect_buttons(self, "edit_generator", "load_generator", "save_generator")
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func edit_generator():
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var edit_window = load("res://addons/material_maker/widgets/node_editor/node_editor.tscn").instance()
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get_parent().add_child(edit_window)
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if generator.shader_model != null:
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edit_window.set_model_data(generator.shader_model)
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edit_window.connect("node_changed", self, "update_generator")
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edit_window.popup_centered()
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func update_generator(shader_model):
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generator.set_shader_model(shader_model)
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update_node()
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func load_generator():
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var dialog = FileDialog.new()
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add_child(dialog)
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dialog.rect_min_size = Vector2(500, 500)
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dialog.access = FileDialog.ACCESS_FILESYSTEM
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dialog.mode = FileDialog.MODE_OPEN_FILE
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dialog.add_filter("*.mmg,*.mmn;Material Maker Generator")
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dialog.connect("file_selected", self, "do_load_generator")
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dialog.popup_centered()
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func do_load_generator(file_name : String):
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var new_generator = null
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if file_name.ends_with(".mmn"):
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var file = File.new()
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if file.open(file_name, File.READ) == OK:
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new_generator = MMGenShader.new()
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new_generator.set_shader_model(parse_json(file.get_as_text()))
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file.close()
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else:
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new_generator = MMGenLoader.load_gen(file_name)
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if new_generator != null:
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var parent_generator = generator.get_parent()
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parent_generator.replace_generator(generator, new_generator)
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generator = new_generator
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update_node()
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func save_generator():
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var dialog = FileDialog.new()
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add_child(dialog)
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dialog.rect_min_size = Vector2(500, 500)
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dialog.access = FileDialog.ACCESS_FILESYSTEM
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dialog.mode = FileDialog.MODE_SAVE_FILE
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dialog.add_filter("*.mmg;Material Maker Generator")
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dialog.connect("file_selected", self, "do_save_generator")
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dialog.popup_centered()
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func do_save_generator(file_name : String):
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var file = File.new()
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if file.open(file_name, File.WRITE) == OK:
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var data = generator.serialize()
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data.name = file_name.get_file().get_basename()
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data.node_position = { x=0, y=0 }
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file.store_string(to_json(data))
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file.close()
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