material-maker/addons/material_maker/nodes/image/image.gd

54 lines
1.4 KiB
GDScript

tool
extends "res://addons/material_maker/node_base.gd"
var file_path = null
func _ready():
set_slot(0, false, 0, Color(0.5, 0.5, 1), true, 0, Color(0.5, 0.5, 1))
func set_texture(path):
file_path = path
var texture = ImageTexture.new()
if path != null:
texture.load(path)
$TextureButton.texture_normal = texture
update_shaders()
func get_textures():
var list = {}
list[name] = $TextureButton.texture_normal
return list
func _get_shader_code(uv, slot = 0):
var rv = { defs="", code="" }
if generated_variants.empty():
rv.defs = "uniform sampler2D %s_tex;\n" % [ name ]
var variant_index = generated_variants.find(uv)
if variant_index == -1:
variant_index = generated_variants.size()
generated_variants.append(uv)
rv.code = "vec4 %s_%d_rgba = texture(%s_tex, %s);\n" % [ name, variant_index, name, uv ]
rv.rgba = "%s_%d_rgba" % [ name, variant_index ]
return rv
func _on_TextureButton_pressed():
var dialog = FileDialog.new()
add_child(dialog)
dialog.rect_min_size = Vector2(500, 500)
dialog.access = FileDialog.ACCESS_FILESYSTEM
dialog.mode = FileDialog.MODE_OPEN_FILE
dialog.add_filter("*.png;PNG image")
dialog.add_filter("*.jpg;JPG image")
dialog.connect("file_selected", self, "set_texture")
dialog.popup_centered()
func serialize():
var data = .serialize()
data.file_path = file_path
return data
func deserialize(data):
if data.has("file_path"):
set_texture(data.file_path)
.deserialize(data)