material-maker/material_maker/preview/preview_2d.gd

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1.6 KiB
GDScript3
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extends ColorRect
export(String, MULTILINE) var shader : String = ""
var generator : MMGenBase = null
func set_generator(g : MMGenBase, output : int = 0) -> void:
var source = { defs="", code="", textures={}, type="f", f="1.0" }
if is_instance_valid(g):
generator = g
var param_defs : Array = generator.get_parameter_defs()
for c in get_children():
c.setup_control(generator, param_defs)
var gen_output_defs = generator.get_output_defs()
if ! gen_output_defs.empty():
var context : MMGenContext = MMGenContext.new()
source = generator.get_shader_code("uv", output, context)
while source is GDScriptFunctionState:
source = yield(source, "completed")
if source.empty():
source = { defs="", code="", textures={}, type="f", f="1.0" }
else:
g = null
for c in get_children():
c.setup_control(generator, [])
material.shader.code = MMGenBase.generate_preview_shader(source, source.type, shader)
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if source.has("textures"):
for k in source.textures.keys():
material.set_shader_param(k, source.textures[k])
func on_float_parameter_changed(n : String, v : float) -> void:
for p in VisualServer.shader_get_param_list(material.shader.get_rid()):
if p.name == n:
material.set_shader_param(n, v)
return
func on_resized() -> void:
material.set_shader_param("size", rect_size)
set_generator(generator)
func value_to_pos(value : Vector2) -> Vector2:
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return rect_size*0.5+value*min(rect_size.x, rect_size.y)/1.2
func value_to_offset(value : Vector2) -> Vector2:
return value*min(rect_size.x, rect_size.y)/1.2
func pos_to_value(pos : Vector2) -> Vector2:
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return (pos - rect_size*0.5)*1.2/min(rect_size.x, rect_size.y)