mirror of
https://github.com/Relintai/mat_maker_gd.git
synced 2025-04-30 10:57:56 +02:00
136 lines
4.2 KiB
GDScript
136 lines
4.2 KiB
GDScript
tool
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extends MMGenTexture
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class_name MMGenIterateBuffer
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"""
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Iterate buffers, that render their input in a specific resolution and apply
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a loop n times on the result.
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"""
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var material : ShaderMaterial = null
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var loop_material : ShaderMaterial = null
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var updating : bool = false
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var update_again : bool = false
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var current_iteration : int = 0
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func _ready() -> void:
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texture.flags = Texture.FLAG_REPEAT
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material = ShaderMaterial.new()
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material.shader = Shader.new()
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loop_material = ShaderMaterial.new()
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loop_material.shader = Shader.new()
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if !parameters.has("size"):
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parameters.size = 9
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add_to_group("preview")
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func get_type() -> String:
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return "iterate_buffer"
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func get_type_name() -> String:
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return "Iterate Buffer"
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func get_parameter_defs() -> Array:
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return [
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{ name="size", type="size", first=4, last=12, default=4 },
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{ name="iterations", type="float", min=1, max=50, step=1, default=5 }
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]
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func get_input_defs() -> Array:
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return [ { name="in", type="rgba" }, { name="loop_in", type="rgba" } ]
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func get_output_defs() -> Array:
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return [ { type="rgba" }, { type="rgba" } ]
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func source_changed(input_port_index : int) -> void:
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current_iteration = 0
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call_deferred("update_shader", input_port_index)
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func all_sources_changed() -> void:
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current_iteration = 0
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call_deferred("update_shader", 0)
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call_deferred("update_shader", 1)
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func follow_input(input_index : int) -> Array:
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if input_index == 1:
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return [ OutputPort.new(self, 0) ]
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else:
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return .follow_input(input_index)
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func update_shader(input_port_index : int) -> void:
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var context : MMGenContext = MMGenContext.new()
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var source = {}
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var source_output = get_source(input_port_index)
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if source_output != null:
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source = source_output.generator.get_shader_code("uv", source_output.output_index, context)
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while source is GDScriptFunctionState:
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source = yield(source, "completed")
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if source.empty():
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source = DEFAULT_GENERATED_SHADER
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var m : ShaderMaterial = [ material, loop_material ][input_port_index]
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m.shader.code = mm_renderer.generate_shader(source)
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if source.has("textures"):
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for k in source.textures.keys():
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m.set_shader_param(k, source.textures[k])
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update_buffer()
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func set_parameter(n : String, v) -> void:
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.set_parameter(n, v)
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current_iteration = 0
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if is_inside_tree():
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update_buffer()
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func on_float_parameters_changed(parameter_changes : Dictionary) -> void:
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var do_update : bool = false
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if parameter_changes.has("p_o%s_iterations" % str(get_instance_id())):
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do_update = true
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for m in [ material, loop_material ]:
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for n in parameter_changes.keys():
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for p in VisualServer.shader_get_param_list(m.shader.get_rid()):
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if p.name == n:
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m.set_shader_param(n, parameter_changes[n])
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do_update = true
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break
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if do_update:
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current_iteration = 0
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update_buffer()
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func on_texture_changed(n : String) -> void:
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for m in [ material, loop_material ]:
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for p in VisualServer.shader_get_param_list(m.shader.get_rid()):
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if p.name == n:
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update_buffer()
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return
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func update_buffer() -> void:
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update_again = true
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if !updating:
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updating = true
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while update_again:
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var renderer = mm_renderer.request(self)
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while renderer is GDScriptFunctionState:
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renderer = yield(renderer, "completed")
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update_again = false
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if current_iteration == 0:
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renderer = renderer.render_material(self, material, pow(2, get_parameter("size")))
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else:
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renderer = renderer.render_material(self, loop_material, pow(2, get_parameter("size")))
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while renderer is GDScriptFunctionState:
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renderer = yield(renderer, "completed")
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if !update_again:
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renderer.copy_to_texture(texture)
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texture.flags = 0
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renderer.release(self)
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updating = false
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if current_iteration < get_parameter("iterations"):
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get_tree().call_group("preview", "on_texture_changed", "o%s_loop_tex" % str(get_instance_id()))
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else:
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get_tree().call_group("preview", "on_texture_changed", "o%s_tex" % str(get_instance_id()))
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current_iteration += 1
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func _get_shader_code(uv : String, output_index : int, context : MMGenContext) -> Dictionary:
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return _get_shader_code_lod(uv, output_index, context, -1.0, "_tex" if output_index == 0 else "_loop_tex")
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func _serialize(data: Dictionary) -> Dictionary:
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data.type = "iterate_buffer"
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return data
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