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

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GDScript3
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tool
extends MMGenBase
class_name MMGenMaterial
var material : SpatialMaterial
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var generated_textures = {}
const TEXTURE_LIST = [
{ port=0, texture="albedo" },
{ port=3, texture="emission" },
{ port=4, texture="normal" },
{ ports=[5, 2, 1], default_values=["1.0", "1.0", "1.0"], texture="orm" },
{ port=6, texture="depth" },
{ port=7, texture="subsurf_scatter" }
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]
# The minimum allowed texture size as a power-of-two exponent
const TEXTURE_SIZE_MIN = 4 # 16x16
# The maximum allowed texture size as a power-of-two exponent
const TEXTURE_SIZE_MAX = 12 # 4096x4096
# The default texture size as a power-of-two exponent
const TEXTURE_SIZE_DEFAULT = 10 # 1024x1024
func _ready() -> void:
for t in TEXTURE_LIST:
generated_textures[t.texture] = null
material = SpatialMaterial.new()
func can_be_deleted() -> bool:
return false
func get_type() -> String:
return "material"
func get_type_name() -> String:
return "Material"
func get_parameter_defs() -> Array:
return [
{ name="albedo_color", label="Albedo", type="color", default={ r=1.0, g=1.0, b=1.0, a=1.0} },
{ name="metallic", label="Metallic", type="float", min=0.0, max=1.0, step=0.05, default=1.0 },
{ name="roughness", label="Roughness", type="float", min=0.0, max=1.0, step=0.05, default=1.0 },
{ name="emission_energy", label="Emission", type="float", min=0.0, max=8.0, step=0.05, default=1.0 },
{ name="normal_scale", label="Normal", type="float", min=0.0, max=8.0, step=0.05, default=1.0 },
{ name="ao_light_affect", label="Ambient occlusion", type="float", min=0.0, max=1.0, step=0.05, default=1.0 },
{ name="depth_scale", label="Depth", type="float", min=0.0, max=1.0, step=0.05, default=1.0 },
{ name="subsurf_scatter_strength", label="Subsurf. Scatter.", type="float", min=0.0, max=1.0, step=0.05, default=0.0 },
{ name="size", label="Size", type="size", first=TEXTURE_SIZE_MIN, last=TEXTURE_SIZE_MAX, default=TEXTURE_SIZE_DEFAULT }
]
func get_input_defs() -> Array:
return [
{ name="albedo_texture", label="", type="rgb" },
{ name="metallic_texture", label="", type="f" },
{ name="roughness_texture", label="", type="f" },
{ name="emission_texture", label="", type="rgb" },
{ name="normal_texture", label="", type="rgb" },
{ name="ao_texture", label="", type="f" },
{ name="depth_texture", label="", type="f" },
{ name="subsurf_scatter_texture", label="", type="f" }
]
func get_image_size() -> int:
var rv : int
if parameters.has("size"):
rv = int(pow(2, parameters.size))
else:
rv = int(pow(2, TEXTURE_SIZE_DEFAULT))
return rv
func update_preview() -> void:
var graph_edit = self
while graph_edit is MMGenBase:
graph_edit = graph_edit.get_parent()
if graph_edit != null and graph_edit.has_method("send_changed_signal"):
graph_edit.send_changed_signal()
func set_parameter(p, v) -> void:
.set_parameter(p, v)
update_preview()
func source_changed(input_index : int) -> void:
for t in TEXTURE_LIST:
if t.has("port") and t.port == input_index:
generated_textures[t.texture] = null
elif t.has("ports") and t.ports.has(input_index):
generated_textures[t.texture] = null
update_preview()
func render_textures() -> void:
for t in TEXTURE_LIST:
var texture = null
if t.has("port"):
if generated_textures[t.texture] != null:
continue
var source = get_source(t.port)
if source != null:
var result = source.generator.render(source.output_index, get_image_size())
while result is GDScriptFunctionState:
result = yield(result, "completed")
texture = ImageTexture.new()
result.copy_to_texture(texture)
result.release()
# To work, this must be set after calling `copy_to_texture()`
texture.flags |= ImageTexture.FLAG_ANISOTROPIC_FILTER
# Disable filtering for small textures, as they're considered to be used
# for a pixel art style
if texture.get_size().x <= 128:
texture.flags ^= ImageTexture.FLAG_FILTER
elif t.has("ports"):
var context : MMGenContext = MMGenContext.new()
var code = []
var shader_textures = {}
for i in range(t.ports.size()):
var source = get_source(t.ports[i])
if source != null:
var status = source.generator.get_shader_code("UV", source.output_index, context)
while status is GDScriptFunctionState:
status = yield(status, "completed")
code.push_back(status)
for t in status.textures.keys():
shader_textures[t] = status.textures[t]
else:
code.push_back({ defs="", code="", f=t.default_values[i] })
var shader : String = mm_renderer.generate_combined_shader(code[0], code[1], code[2])
var result = mm_renderer.render_shader(shader, shader_textures, get_image_size())
while result is GDScriptFunctionState:
result = yield(result, "completed")
texture = ImageTexture.new()
result.copy_to_texture(texture)
result.release()
# To work, this must be set after calling `copy_to_texture()`
texture.flags |= ImageTexture.FLAG_ANISOTROPIC_FILTER
# Disable filtering for small textures, as they're considered to be used
# for a pixel art style
if texture.get_size().x <= 128:
texture.flags ^= ImageTexture.FLAG_FILTER
generated_textures[t.texture] = texture
func update_materials(material_list) -> void:
for m in material_list:
update_spatial_material(m)
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func get_generated_texture(slot, file_prefix = null) -> ImageTexture:
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if file_prefix != null:
var file_name = "%s_%s.png" % [ file_prefix, slot ]
if File.new().file_exists(file_name):
var texture = load(file_name)
return texture
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else:
return null
else:
return generated_textures[slot]
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func update_spatial_material(m, file_prefix = null) -> void:
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var texture
if m is SpatialMaterial:
# Make the material double-sided for better visiblity in the preview
m.params_cull_mode = SpatialMaterial.CULL_DISABLED
m.albedo_color = parameters.albedo_color
m.albedo_texture = get_generated_texture("albedo", file_prefix)
m.metallic = parameters.metallic
m.roughness = parameters.roughness
# Metallic
texture = get_generated_texture("orm", file_prefix)
m.metallic_texture = texture
m.metallic_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_BLUE
# Roughness
m.roughness_texture = texture
m.roughness_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_GREEN
# Emission
texture = get_generated_texture("emission", file_prefix)
if texture != null:
m.emission_enabled = true
m.emission_energy = parameters.emission_energy
m.emission_texture = texture
else:
m.emission_enabled = false
# Normal map
texture = get_generated_texture("normal", file_prefix)
if texture != null:
m.normal_enabled = true
m.normal_texture = texture
else:
m.normal_enabled = false
# Ambient occlusion
if get_source(5) != null:
m.ao_enabled = true
m.ao_light_affect = parameters.ao_light_affect
m.ao_texture = m.metallic_texture
m.ao_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_RED
else:
m.ao_enabled = false
# Depth
texture = get_generated_texture("depth", file_prefix)
if texture != null:
m.depth_enabled = true
m.depth_deep_parallax = true
m.depth_scale = parameters.depth_scale * 0.2
m.depth_texture = texture
else:
m.depth_enabled = false
# Subsurface scattering
texture = get_generated_texture("subsurf_scatter", file_prefix)
if texture != null:
m.subsurf_scatter_enabled = true
m.subsurf_scatter_strength = parameters.subsurf_scatter_strength
m.subsurf_scatter_texture = texture
else:
m.subsurf_scatter_enabled = false
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else:
m.set_shader_param("albedo", parameters.albedo_color)
m.set_shader_param("texture_albedo", get_generated_texture("albedo", file_prefix))
m.set_shader_param("metallic", parameters.metallic)
m.set_shader_param("roughness", parameters.roughness)
m.set_shader_param("texture_metallic", get_generated_texture("orm", file_prefix))
m.set_shader_param("metallic_texture_channel", PoolRealArray([0.0, 0.0, 1.0, 0.0]))
m.set_shader_param("texture_roughness", get_generated_texture("orm", file_prefix))
m.set_shader_param("roughness_texture_channel", PoolRealArray([0.0, 1.0, 0.0, 0.0]))
m.set_shader_param("emission_energy", parameters.emission_energy)
m.set_shader_param("texture_emission", get_generated_texture("emission", file_prefix))
m.set_shader_param("normal_scale", parameters.normal_scale)
m.set_shader_param("texture_normal", get_generated_texture("normal", file_prefix))
m.set_shader_param("depth_scale", parameters.depth_scale * 0.2)
m.set_shader_param("texture_depth", get_generated_texture("depth", file_prefix))
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func export_textures(prefix, editor_interface = null) -> SpatialMaterial:
for t in TEXTURE_LIST:
var texture = generated_textures[t.texture]
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if texture != null:
var image = texture.get_data()
image.save_png("%s_%s.png" % [ prefix, t.texture ])
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if Engine.editor_hint and editor_interface != null:
var resource_filesystem = editor_interface.get_resource_filesystem()
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resource_filesystem.scan()
yield(resource_filesystem, "resources_reimported")
print("resources_reimported")
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var new_material = SpatialMaterial.new()
update_spatial_material(new_material, prefix)
var file_name : String = "%s.tres" % [ prefix ]
ResourceSaver.save(file_name, new_material)
resource_filesystem.update_file(file_name)
return new_material
return null
func _serialize(data: Dictionary) -> Dictionary:
return data