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ShaderLoader.gd
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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 description: String = ""
var descriprion_began := false
for line in code:
## Management of "end" tags
if line.begins_with("// (end DESCRIPTION)"):
descriprion_began = false
if descriprion_began:
description += "\n" + line.strip_edges()
## Detection of uniforms
if line.begins_with("uniform"):
uniforms.append(line)
## Management of "begin" tags
elif line.begins_with("// (begin DESCRIPTION)"):
descriprion_began = true
## Validation of begin/end tags
if descriprion_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]
var humanized_u_name := Keychain.humanize_snake_case(u_name) + ":"
if u_type == "float" or u_type == "int":
var label := Label.new()
label.text = humanized_u_name
label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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
var hbox := HBoxContainer.new()
hbox.add_child(label)
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:
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
hbox.add_child(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)