extends ImageEffect var shader: Shader var param_names := [] # String[] onready var shader_loaded_label: Label = $VBoxContainer/ShaderLoadedLabel onready var shader_params: BoxContainer = $VBoxContainer/ShaderParams func _about_to_show() -> void: Global.canvas.selection.transform_content_confirm() var frame: Frame = Global.current_project.frames[Global.current_project.current_frame] current_cel = frame.cels[Global.current_project.current_layer].image preview_image.copy_from(current_cel) preview_texture.create_from_image(preview_image, 0) preview.texture = preview_texture func commit_action(cel: Image, project: Project = Global.current_project) -> void: if !shader: return var params := {} for param in param_names: var param_data = preview.material.get_shader_param(param) params[param] = param_data var gen := ShaderImageEffect.new() gen.generate_image(cel, shader, params, project.size) current_cel.unlock() yield(gen, "done") 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_tmp = load(path) if !shader_tmp is Shader: return change_shader(shader_tmp, path.get_file().get_basename()) func set_nodes() -> void: preview = $VBoxContainer/Preview func change_shader(shader_tmp: Shader, name: String) -> void: shader = shader_tmp preview.material.shader = shader_tmp shader_loaded_label.text = tr("Shader loaded:") + " " + name param_names.clear() 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: PoolStringArray = 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: PoolStringArray = 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: PoolStringArray = u_left_side[0].split(" ") var u_type: String = u_init[1] var u_name: String = u_init[2] param_names.append(u_name) if u_type == "float" or u_type == "int": var label := Label.new() label.text = u_name var spinbox := SpinBox.new() var min_value := 0.0 var max_value := 255.0 var step := 1.0 var range_values_array: PoolStringArray 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]) else: max_value = 255 if range_values_array.size() >= 3: step = float(range_values_array[2]) else: step = 0.01 if u_value != "": spinbox.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 != "": spinbox.value = int(u_value) spinbox.min_value = min_value spinbox.max_value = max_value spinbox.step = step 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) elif u_type == "vec2": var label := Label.new() label.text = u_name var vector2 := _vec2str_to_vector2(u_value) var spinbox1 := SpinBox.new() spinbox1.value = vector2.x spinbox1.connect("value_changed", self, "_set_vector2_shader_param", [u_name, true]) var spinbox2 := SpinBox.new() spinbox2.value = vector2.y spinbox2.connect("value_changed", self, "_set_vector2_shader_param", [u_name, false]) var hbox := HBoxContainer.new() hbox.add_child(label) hbox.add_child(spinbox1) hbox.add_child(spinbox2) shader_params.add_child(hbox) elif u_type == "vec4": if "hint_color" in u_hint: var label := Label.new() label.text = u_name var color := _vec4str_to_color(u_value) var color_button := ColorPickerButton.new() color_button.rect_min_size = Vector2(20, 20) color_button.color = color color_button.connect("color_changed", self, "set_shader_param", [u_name]) var hbox := HBoxContainer.new() hbox.add_child(label) hbox.add_child(color_button) shader_params.add_child(hbox) elif u_type == "sampler2D": var label := Label.new() label.text = u_name var file_dialog := FileDialog.new() file_dialog.mode = FileDialog.MODE_OPEN_FILE file_dialog.access = FileDialog.ACCESS_FILESYSTEM file_dialog.resizable = true file_dialog.rect_min_size = Vector2(200, 70) file_dialog.rect_size = Vector2(384, 281) file_dialog.connect("file_selected", self, "_load_texture", [u_name]) var button := Button.new() button.text = "Load texture" button.connect("pressed", file_dialog, "popup_centered") var hbox := HBoxContainer.new() hbox.add_child(label) hbox.add_child(button) shader_params.add_child(hbox) shader_params.add_child(file_dialog) # 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: var mat: ShaderMaterial = preview.material mat.set_shader_param(param, value) func _set_vector2_shader_param(value: float, param: String, x: bool) -> void: var mat: ShaderMaterial = preview.material var vector2: Vector2 = mat.get_shader_param(param) if x: vector2.x = value else: vector2.y = value set_shader_param(vector2, param) func _vec2str_to_vector2(vec2: String) -> Vector2: vec2 = vec2.replace("vec2(", "") vec2 = vec2.replace(")", "") var vec_values: PoolStringArray = 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 func _vec4str_to_color(vec4: String) -> Color: vec4 = vec4.replace("vec4(", "") vec4 = vec4.replace(")", "") var rgba_values: PoolStringArray = 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 = Color(red, green, blue, alpha) return color func _load_texture(path: String, param: String) -> void: var image := Image.new() image.load(path) if !image: print("Error loading texture") return var image_tex := ImageTexture.new() image_tex.create_from_image(image, 0) image_tex.flags = ImageTexture.FLAG_REPEAT set_shader_param(image_tex, param)