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Pixelorama/src/UI/Dialogs/ShaderEffect.gd

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GDScript3
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extends ConfirmationDialog
var current_cel : Image
onready var viewport : Viewport = $VBoxContainer/ViewportContainer/Viewport
onready var preview : TextureRect = viewport.get_node("Preview")
onready var shader_loaded_label : Label = $VBoxContainer/ShaderLoadedLabel
onready var shader_params : BoxContainer = $VBoxContainer/ShaderParams
func _on_ShaderEffect_about_to_show() -> void:
current_cel = Global.current_project.frames[Global.current_project.current_frame].cels[Global.current_project.current_layer].image
current_cel.unlock()
viewport.size = Global.current_project.size
# var viewport_texture = viewport.get_texture().get_data()
# viewport_texture.convert(Image.FORMAT_RGBA8)
var preview_image := Image.new()
preview_image.copy_from(current_cel)
var preview_texture = ImageTexture.new()
preview_texture.create_from_image(preview_image, 0)
preview.texture = preview_texture
func _on_ShaderEffect_confirmed() -> void:
var viewport_texture := Image.new()
viewport_texture.copy_from(viewport.get_texture().get_data())
var viewport_texture_size = viewport_texture.get_size()
if viewport_texture_size == Vector2.ZERO:
return
viewport_texture.flip_y()
viewport_texture.convert(Image.FORMAT_RGBA8)
print(viewport_texture.get_size())
Global.canvas.handle_undo("Draw")
current_cel.copy_from(viewport_texture)
Global.canvas.handle_redo("Draw")
func _on_ShaderEffect_popup_hide() -> void:
current_cel.lock()
Global.dialog_open(false)
yield(get_tree().create_timer(0.2), "timeout")
preview.texture = null
viewport.size = Vector2.ONE
rect_size = Vector2.ONE
func _on_ChooseShader_pressed() -> void:
if OS.get_name() == "HTML5":
Html5FileExchange.load_shader()
else:
$FileDialog.popup_centered(Vector2(300, 340))
func _on_FileDialog_file_selected(path : String) -> void:
var shader = load(path)
if !shader is Shader:
return
change_shader(shader, path.get_file().get_basename())
func change_shader(shader : Shader, name : String) -> void:
preview.material.shader = shader
shader_loaded_label.text = tr("Shader loaded:") + " " + name
for child in shader_params.get_children():
child.queue_free()
var code = shader.code.split("\n")
var uniforms := []
for line in code:
if line.begins_with("uniform"):
uniforms.append(line)
for uniform in uniforms:
# Example uniform:
# uniform float parameter_name : hint_range(0, 255) = 100.0;
var uniform_split = uniform.split("=")
var u_value := ""
if uniform_split.size() > 1:
u_value = uniform_split[1].replace(";", "").strip_edges()
var u_left_side = uniform_split[0].split(":")
var u_hint := ""
if u_left_side.size() > 1:
u_hint = u_left_side[1].strip_edges()
var u_init = u_left_side[0].split(" ")
var u_type = u_init[1]
var u_name = u_init[2]
if u_type == "float":
var label := Label.new()
label.text = u_name
var spinbox := SpinBox.new()
spinbox.min_value = 0.01
spinbox.max_value = 255
spinbox.step = 0.01
if u_value != "":
spinbox.value = float(u_value)
spinbox.connect("value_changed", self, "set_shader_param", [u_name])
var hbox := HBoxContainer.new()
hbox.add_child(label)
hbox.add_child(spinbox)
shader_params.add_child(hbox)
# print("---")
# print(uniform_split)
# print(u_type)
# print(u_name)
# print(u_hint)
# print(u_value)
# print("--")
func set_shader_param(value, param : String) -> void:
preview.material.set_shader_param(param, value)