mirror of
https://github.com/Relintai/mat_maker_gd.git
synced 2025-04-30 10:57:56 +02:00
141 lines
4.2 KiB
GDScript
141 lines
4.2 KiB
GDScript
tool
|
|
extends MMGenTexture
|
|
class_name MMGenBuffer
|
|
|
|
"""
|
|
Texture generator buffers, that render their input in a specific resolution and provide the result as output.
|
|
This is useful when using generators that sample their inputs several times
|
|
"""
|
|
|
|
var material : ShaderMaterial = null
|
|
var updating : bool = false
|
|
var update_again : bool = true
|
|
|
|
var current_renderer = null
|
|
var is_pending : bool = false
|
|
|
|
var pending_textures = []
|
|
|
|
func _ready() -> void:
|
|
material = ShaderMaterial.new()
|
|
material.shader = Shader.new()
|
|
if !parameters.has("size"):
|
|
parameters.size = 9
|
|
add_to_group("preview")
|
|
|
|
func _exit_tree() -> void:
|
|
if current_renderer != null:
|
|
current_renderer.release(self)
|
|
|
|
func get_type() -> String:
|
|
return "buffer"
|
|
|
|
func get_type_name() -> String:
|
|
return "Buffer"
|
|
|
|
func get_parameter_defs() -> Array:
|
|
return [
|
|
{ name="size", type="size", first=4, last=12, default=4 },
|
|
{ name="lod", type="float", min=0, max=10.0, step=0.01, default=0 }
|
|
]
|
|
|
|
func get_input_defs() -> Array:
|
|
return [ { name="in", type="rgba" } ]
|
|
|
|
func get_output_defs() -> Array:
|
|
return [ { type="rgba" }, { type="rgba" } ]
|
|
|
|
func source_changed(_input_port_index : int) -> void:
|
|
call_deferred("update_shader")
|
|
|
|
func all_sources_changed() -> void:
|
|
call_deferred("update_shader")
|
|
|
|
func update_shader() -> void:
|
|
var context : MMGenContext = MMGenContext.new()
|
|
var source = {}
|
|
var source_output = get_source(0)
|
|
if source_output != null:
|
|
source = source_output.generator.get_shader_code("uv", source_output.output_index, context)
|
|
assert (!(source is GDScriptFunctionState))
|
|
while source is GDScriptFunctionState:
|
|
source = yield(source, "completed")
|
|
if source.empty():
|
|
source = DEFAULT_GENERATED_SHADER
|
|
var shader_code = mm_renderer.generate_shader(source)
|
|
if shader_code.find("$") != -1:
|
|
print("Incorrect shader generated for "+get_hier_name())
|
|
#shader_code = mm_renderer.generate_shader({ rgba="vec4(0.0, 0.0, 0.0, 1.0)" })
|
|
material.shader.code = shader_code
|
|
update_again = true
|
|
if source.has("textures"):
|
|
for k in source.textures.keys():
|
|
material.set_shader_param(k, source.textures[k])
|
|
if source.has("pending_textures"):
|
|
pending_textures = source.pending_textures
|
|
else:
|
|
pending_textures = []
|
|
if pending_textures.empty():
|
|
update_buffer()
|
|
elif ! is_pending:
|
|
mm_renderer.add_pending_request()
|
|
is_pending = true
|
|
|
|
func on_float_parameters_changed(parameter_changes : Dictionary) -> void:
|
|
var do_update : bool = false
|
|
for n in parameter_changes.keys():
|
|
for p in VisualServer.shader_get_param_list(material.shader.get_rid()):
|
|
if p.name == n:
|
|
material.set_shader_param(n, parameter_changes[n])
|
|
do_update = true
|
|
break
|
|
if do_update:
|
|
update_again = true
|
|
if pending_textures.empty():
|
|
update_buffer()
|
|
|
|
func on_texture_changed(n : String) -> void:
|
|
pending_textures.erase(n)
|
|
if pending_textures.empty():
|
|
for p in VisualServer.shader_get_param_list(material.shader.get_rid()):
|
|
if p.name == n:
|
|
update_again = true
|
|
update_buffer()
|
|
return
|
|
|
|
func update_buffer() -> void:
|
|
if !updating:
|
|
updating = true
|
|
while update_again:
|
|
if is_pending:
|
|
mm_renderer.remove_pending_request()
|
|
is_pending = false
|
|
var renderer = mm_renderer.request(self)
|
|
while renderer is GDScriptFunctionState:
|
|
renderer = yield(renderer, "completed")
|
|
if renderer == null:
|
|
return
|
|
current_renderer = renderer
|
|
update_again = false
|
|
var time = OS.get_ticks_msec()
|
|
renderer = renderer.render_material(self, material, pow(2, get_parameter("size")))
|
|
while renderer is GDScriptFunctionState:
|
|
renderer = yield(renderer, "completed")
|
|
if !update_again:
|
|
renderer.copy_to_texture(texture)
|
|
emit_signal("rendering_time", OS.get_ticks_msec() - time)
|
|
renderer.release(self)
|
|
current_renderer = null
|
|
updating = false
|
|
get_tree().call_group("preview", "on_texture_changed", "o%s_tex" % str(get_instance_id()))
|
|
|
|
func _get_shader_code(uv : String, output_index : int, context : MMGenContext) -> Dictionary:
|
|
var shader_code = _get_shader_code_lod(uv, output_index, context, -1.0 if output_index == 0 else parameters.lod)
|
|
if updating or update_again or !pending_textures.empty():
|
|
shader_code.pending_textures = shader_code.textures.keys()
|
|
return shader_code
|
|
|
|
func _serialize(data: Dictionary) -> Dictionary:
|
|
data.type = "buffer"
|
|
return data
|