material-maker/addons/material_maker/engine/gen_switch.gd

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1.3 KiB
GDScript3
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tool
extends MMGenBase
class_name MMGenSwitch
"""
Texture generator switch
"""
func get_type():
return "switch"
func get_type_name():
return "Switch"
func get_parameter_defs():
return [ { name="outputs", label="Outputs", type="float", min=1, max=5, step=1, default=2 },
{ name="choices", label="Choices", type="float", min=2, max=5, step=1, default=2 },
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{ name="source", label="Source", type="float", min=0, max=1, step=1, default=0 } ]
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func get_input_defs():
var rv : Array = []
for c in range(parameters.choices):
for o in range(parameters.outputs):
rv.push_back({ name=PoolByteArray([64+o]).get_string_from_ascii()+str(c), type="rgba" })
return rv
func get_output_defs():
var rv : Array = []
for o in range(parameters.outputs):
rv.push_back({ name=PoolByteArray([64+o]).get_string_from_ascii(), type="rgba" })
return rv
func source_changed(input_index : int):
notify_output_change(input_index % int(parameters.outputs))
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func _get_shader_code(uv : String, output_index : int, context : MMGenContext):
var source = get_source(output_index+parameters.source*parameters.outputs)
if source != null:
var rv = source.generator._get_shader_code(uv, source.output_index, context)
while rv is GDScriptFunctionState:
rv = yield(rv, "completed")
return rv
return { defs="", code="", textures={} }
func _serialize(data):
return data