extends SceneTree
func _init() -> void:
var bridge := BlenderBridge.new()
bridge.name = "Bridge"
bridge.shm_name = "/test_nodegroup"
bridge.shm_size = 1024 * 1024
bridge.max_objects = 32
root.add_child(bridge)
var err := bridge.start_server("/tmp/test_nodegroup.sock")
if err != OK:
print("ERR:server_start")
quit()
return
var f := FileAccess.open("/tmp/bridge_nodegroup_in.json", FileAccess.READ)
if f == null:
print("ERR:open_input")
bridge.stop_server()
quit()
return
var parsed = JSON.parse_string(f.get_as_text())
f.close()
if parsed == null:
print("ERR:json_parse")
bridge.stop_server()
quit()
return
print("PARSED_OK")
var mat: ShaderMaterial = bridge._deserialize_material_graph(parsed)
if mat == null:
print("ERR:deserialize_null")
bridge.stop_server()
quit()
return
print("DESER_OK")
var vs: VisualShader = mat.shader as VisualShader
var node_list: PackedInt32Array = vs.get_node_list(VisualShader.TYPE_FRAGMENT)
var conns: Array = vs.get_node_connections(VisualShader.TYPE_FRAGMENT)
print("INLINE_OK:nodes=" + str(node_list.size()) + ",conns=" + str(conns.size()))
bridge.stop_server()
quit()