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Pixelorama/src/UI/Dialogs/ImageEffects/ShaderEffect.gd
Manolis Papadeas d8830d7f06 bool support for shaders
Feature not exposed to the end user yet
2022-04-10 00:04:45 +03:00

264 lines
7.6 KiB
GDScript

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])
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)
elif u_type == "bool":
var label := Label.new()
label.text = u_name
var checkbox := CheckBox.new()
checkbox.text = "On"
if u_value == "true":
checkbox.pressed = true
checkbox.connect("toggled", self, "set_shader_param", [u_name])
var hbox := HBoxContainer.new()
hbox.add_child(label)
hbox.add_child(checkbox)
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:
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)