class_name ShaderLoader extends RefCounted const VALUE_SLIDER_V2_TSCN := preload("res://src/UI/Nodes/ValueSliderV2.tscn") const BASIS_SLIDERS_TSCN := preload("res://src/UI/Nodes/BasisSliders.tscn") const GRADIENT_EDIT_TSCN := preload("res://src/UI/Nodes/GradientEdit.tscn") static func create_ui_for_shader_uniforms( shader: Shader, params: Dictionary, parent_node: Control, value_changed: Callable, file_selected: Callable ) -> void: var code := shader.code.split("\n") var uniforms: PackedStringArray = [] var uniform_data: PackedStringArray = [] var description: String = "" var description_began := false for line in code: # Management of "end" tags if line.begins_with("// (end DESCRIPTION)"): description_began = false if description_began: description += "\n" + line.strip_edges() # Detection of uniforms if line.begins_with("uniform"): uniforms.append(line) if line.begins_with("// uniform_data"): uniform_data.append(line) # Management of "begin" tags elif line.begins_with("// (begin DESCRIPTION)"): description_began = true # Validation of begin/end tags if description_began == true: # Description started but never ended. treat it as an error print("Shader description started but never finished. Assuming empty description") description = "" if not description.is_empty(): parent_node.tooltip_text = str( "Description:\n", description.replace("//", "").strip_edges() ) 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() else: uniform_split[0] = uniform_split[0].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() u_hint = u_hint.replace(";", "") var u_init := u_left_side[0].split(" ") var u_type := u_init[1] var u_name := u_init[2] # Find custom data of the uniform, if any exists # Right now it only checks if a uniform should have another type of node # Such as integers having OptionButtons # But in the future it could be expanded to include custom names or descriptions. var custom_data: PackedStringArray = [] var type_override := "" for data in uniform_data: if u_name in data: var line_to_examine := data.split(" ") if line_to_examine[3] == "type::": var temp_splitter := data.split("::") if temp_splitter.size() > 1: type_override = temp_splitter[1].strip_edges() custom_data.append(data) var humanized_u_name := Keychain.humanize_snake_case(u_name) + ":" if u_type == "float" or u_type == "int": var hbox := HBoxContainer.new() var label := Label.new() label.text = humanized_u_name label.size_flags_horizontal = Control.SIZE_EXPAND_FILL hbox.add_child(label) if type_override.begins_with("OptionButton"): var option_button := OptionButton.new() option_button.size_flags_horizontal = Control.SIZE_EXPAND_FILL option_button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND option_button.item_selected.connect(value_changed.bind(u_name)) var items := ( type_override . replace("OptionButton ", "") . replace("[", "") . replace("]", "") . split("||") ) for item in items: option_button.add_item(item) if u_value != "": option_button.select(int(u_value)) if params.has(u_name): option_button.select(params[u_name]) else: params[u_name] = option_button.selected hbox.add_child(option_button) else: var slider := ValueSlider.new() slider.allow_greater = true slider.allow_lesser = true slider.size_flags_horizontal = Control.SIZE_EXPAND_FILL var min_value := 0.0 var max_value := 255.0 var step := 1.0 var range_values_array: PackedStringArray if "hint_range" in u_hint: var range_values: String = u_hint.replace("hint_range(", "") range_values = range_values.replace(")", "").strip_edges() range_values_array = range_values.split(",") if u_type == "float": if range_values_array.size() >= 1: min_value = float(range_values_array[0]) else: min_value = 0.01 if range_values_array.size() >= 2: max_value = float(range_values_array[1]) if range_values_array.size() >= 3: step = float(range_values_array[2]) else: step = 0.01 if u_value != "": slider.value = float(u_value) else: if range_values_array.size() >= 1: min_value = int(range_values_array[0]) if range_values_array.size() >= 2: max_value = int(range_values_array[1]) if range_values_array.size() >= 3: step = int(range_values_array[2]) if u_value != "": slider.value = int(u_value) if params.has(u_name): slider.value = params[u_name] else: params[u_name] = slider.value slider.min_value = min_value slider.max_value = max_value slider.step = step slider.value_changed.connect(value_changed.bind(u_name)) slider.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND hbox.add_child(slider) parent_node.add_child(hbox) elif u_type == "vec2" or u_type == "ivec2" or u_type == "uvec2": var label := Label.new() label.text = humanized_u_name label.size_flags_horizontal = Control.SIZE_EXPAND_FILL var vector2 := _vec2str_to_vector2(u_value) var slider := VALUE_SLIDER_V2_TSCN.instantiate() as ValueSliderV2 slider.show_ratio = true slider.allow_greater = true if u_type != "uvec2": slider.allow_lesser = true slider.size_flags_horizontal = Control.SIZE_EXPAND_FILL slider.value = vector2 if params.has(u_name): slider.value = params[u_name] else: params[u_name] = slider.value slider.value_changed.connect(value_changed.bind(u_name)) var hbox := HBoxContainer.new() hbox.add_child(label) hbox.add_child(slider) parent_node.add_child(hbox) elif u_type == "vec4": if "source_color" in u_hint: var label := Label.new() label.text = humanized_u_name label.size_flags_horizontal = Control.SIZE_EXPAND_FILL var color := _vec4str_to_color(u_value) var color_button := ColorPickerButton.new() color_button.custom_minimum_size = Vector2(20, 20) color_button.color = color if params.has(u_name): color_button.color = params[u_name] else: params[u_name] = color_button.color color_button.color_changed.connect(value_changed.bind(u_name)) color_button.size_flags_horizontal = Control.SIZE_EXPAND_FILL color_button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND var hbox := HBoxContainer.new() hbox.add_child(label) hbox.add_child(color_button) parent_node.add_child(hbox) elif u_type == "mat3": var label := Label.new() label.text = humanized_u_name label.size_flags_horizontal = Control.SIZE_EXPAND_FILL var basis := _mat3str_to_basis(u_value) var sliders := BASIS_SLIDERS_TSCN.instantiate() as BasisSliders sliders.allow_greater = true sliders.allow_lesser = true sliders.size_flags_horizontal = Control.SIZE_EXPAND_FILL sliders.value = basis if params.has(u_name): sliders.value = params[u_name] else: params[u_name] = sliders.value sliders.value_changed.connect(value_changed.bind(u_name)) var hbox := HBoxContainer.new() hbox.add_child(label) hbox.add_child(sliders) parent_node.add_child(hbox) elif u_type == "sampler2D": if u_name == "selection": continue if u_name == "palette_texture": var palette := Palettes.current_palette var palette_texture := ImageTexture.create_from_image(palette.convert_to_image()) value_changed.call(palette_texture, u_name) Palettes.palette_selected.connect( func(_name): _shader_change_palette(value_changed, u_name) ) palette.data_changed.connect( func(): _shader_update_palette_texture(palette, value_changed, u_name) ) continue var label := Label.new() label.text = humanized_u_name label.size_flags_horizontal = Control.SIZE_EXPAND_FILL var hbox := HBoxContainer.new() hbox.add_child(label) if u_name.begins_with("gradient_"): var gradient_edit := GRADIENT_EDIT_TSCN.instantiate() as GradientEditNode gradient_edit.size_flags_horizontal = Control.SIZE_EXPAND_FILL if params.has(u_name) and params[u_name] is GradientTexture2D: gradient_edit.set_gradient_texture(params[u_name]) else: params[u_name] = gradient_edit.texture # This needs to be call_deferred because GradientTexture2D gets updated next frame. # Without this, the texture is purple. value_changed.call_deferred(gradient_edit.texture, u_name) gradient_edit.updated.connect( func(_gradient, _cc): value_changed.call(gradient_edit.texture, u_name) ) hbox.add_child(gradient_edit) else: ## Simple texture var file_dialog := FileDialog.new() file_dialog.file_mode = FileDialog.FILE_MODE_OPEN_FILE file_dialog.access = FileDialog.ACCESS_FILESYSTEM file_dialog.size = Vector2(384, 281) file_dialog.file_selected.connect(file_selected.bind(u_name)) file_dialog.use_native_dialog = Global.use_native_file_dialogs var button := Button.new() button.text = "Load texture" button.pressed.connect(file_dialog.popup_centered) button.size_flags_horizontal = Control.SIZE_EXPAND_FILL button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND var mod_button := Button.new() mod_button.text = "Modify" mod_button.pressed.connect( func(): _modify_texture_resource( _get_loaded_texture(params, u_name), u_name, _shader_update_texture.bind(value_changed, u_name) ) ) mod_button.size_flags_horizontal = Control.SIZE_EXPAND_FILL mod_button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND hbox.add_child(button) hbox.add_child(mod_button) parent_node.add_child(file_dialog) parent_node.add_child(hbox) elif u_type == "bool": var label := Label.new() label.text = humanized_u_name label.size_flags_horizontal = Control.SIZE_EXPAND_FILL var checkbox := CheckBox.new() checkbox.text = "On" if u_value == "true": checkbox.button_pressed = true if params.has(u_name): checkbox.button_pressed = params[u_name] else: params[u_name] = checkbox.button_pressed checkbox.toggled.connect(value_changed.bind(u_name)) checkbox.size_flags_horizontal = Control.SIZE_EXPAND_FILL checkbox.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND var hbox := HBoxContainer.new() hbox.add_child(label) hbox.add_child(checkbox) parent_node.add_child(hbox) static func _vec2str_to_vector2(vec2: String) -> Vector2: vec2 = vec2.replace("uvec2", "vec2") vec2 = vec2.replace("ivec2", "vec2") vec2 = vec2.replace("vec2(", "") vec2 = vec2.replace(")", "") var vec_values := vec2.split(",") if vec_values.size() == 0: return Vector2.ZERO var y := float(vec_values[0]) if vec_values.size() == 2: y = float(vec_values[1]) var vector2 := Vector2(float(vec_values[0]), y) return vector2 static func _vec3str_to_vector3(vec3: String) -> Vector3: vec3 = vec3.replace("uvec3", "vec3") vec3 = vec3.replace("ivec3", "vec3") vec3 = vec3.replace("vec3(", "") vec3 = vec3.replace(")", "") var vec_values := vec3.split(",") if vec_values.size() == 0: return Vector3.ZERO var y := float(vec_values[0]) var z := float(vec_values[0]) if vec_values.size() >= 2: y = float(vec_values[1]) if vec_values.size() == 3: z = float(vec_values[2]) var vector3 := Vector3(float(vec_values[0]), y, z) return vector3 static func _vec4str_to_color(vec4: String) -> Color: vec4 = vec4.replace("vec4(", "") vec4 = vec4.replace(")", "") var rgba_values := vec4.split(",") var red := float(rgba_values[0]) var green := float(rgba_values[0]) if rgba_values.size() >= 2: green = float(rgba_values[1]) var blue := float(rgba_values[0]) if rgba_values.size() >= 3: blue = float(rgba_values[2]) var alpha := float(rgba_values[0]) if rgba_values.size() == 4: alpha = float(rgba_values[3]) var color := Color(red, green, blue, alpha) return color static func _mat3str_to_basis(mat3: String) -> Basis: mat3 = mat3.replace("mat3(", "") mat3 = mat3.replace("))", ")") mat3 = mat3.replace("), ", ")") var vec3_values := mat3.split("vec3", false) var vec3_x := _vec3str_to_vector3(vec3_values[0]) var vec3_y := _vec3str_to_vector3(vec3_values[0]) if vec3_values.size() >= 2: vec3_y = _vec3str_to_vector3(vec3_values[1]) var vec3_z := _vec3str_to_vector3(vec3_values[0]) if vec3_values.size() == 3: vec3_z = _vec3str_to_vector3(vec3_values[2]) var basis := Basis(vec3_x, vec3_y, vec3_z) return basis static func _shader_change_palette(value_changed: Callable, parameter_name: String) -> void: var palette := Palettes.current_palette _shader_update_palette_texture(palette, value_changed, parameter_name) #if not palette.data_changed.is_connected(_shader_update_palette_texture): palette.data_changed.connect( func(): _shader_update_palette_texture(palette, value_changed, parameter_name) ) static func _shader_update_palette_texture( palette: Palette, value_changed: Callable, parameter_name: String ) -> void: value_changed.call(ImageTexture.create_from_image(palette.convert_to_image()), parameter_name) static func _get_loaded_texture(params: Dictionary, parameter_name: String) -> Image: if parameter_name in params: if params[parameter_name] is ImageTexture: return params[parameter_name].get_image() var image := Image.create_empty(64, 64, false, Image.FORMAT_RGBA8) return image static func _shader_update_texture( resource_proj: ResourceProject, value_changed: Callable, parameter_name: String ) -> void: var warnings := "" if resource_proj.frames.size() > 1: warnings += "This resource is intended to have 1 frame only. Extra frames will be ignored." if resource_proj.layers.size() > 1: warnings += "\nThis resource is intended to have 1 layer only. layers will be blended." var updated_image := Image.create_empty( resource_proj.size.x, resource_proj.size.y, false, Image.FORMAT_RGBA8 ) var frame := resource_proj.frames[0] DrawingAlgos.blend_layers(updated_image, frame, Vector2i.ZERO, resource_proj) value_changed.call(ImageTexture.create_from_image(updated_image), parameter_name) if not warnings.is_empty(): Global.popup_error(warnings) static func _modify_texture_resource( image: Image, resource_name: StringName, update_callable: Callable ) -> void: var resource_proj := ResourceProject.new([], resource_name, image.get_size()) resource_proj.layers.append(PixelLayer.new(resource_proj)) resource_proj.frames.append(resource_proj.new_empty_frame()) resource_proj.frames[0].cels[0].set_content(image) resource_proj.resource_updated.connect(update_callable) Global.projects.append(resource_proj) Global.tabs.current_tab = Global.tabs.get_tab_count() - 1 Global.canvas.camera_zoom()