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

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GDScript3
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tool
extends MMGenBase
class_name MMGenShader
var shader_model : Dictionary = {}
var uses_seed = false
var editable = false
func toggle_editable() -> bool:
editable = !editable
if editable:
model = null
return true
func is_editable() -> bool:
return editable
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func has_randomness() -> bool:
return uses_seed
func get_type() -> String:
return "shader"
func get_type_name() -> String:
if shader_model.has("name"):
return shader_model.name
return .get_type_name()
func get_parameter_defs() -> Array:
if shader_model == null or !shader_model.has("parameters"):
return []
else:
return shader_model.parameters
func get_input_defs() -> Array:
if shader_model == null or !shader_model.has("inputs"):
return []
else:
return shader_model.inputs
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func get_output_defs() -> Array:
if shader_model == null or !shader_model.has("outputs"):
return []
else:
return shader_model.outputs
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func set_shader_model(data: Dictionary) -> void:
shader_model = data
init_parameters()
uses_seed = false
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if shader_model.has("outputs"):
for i in range(shader_model.outputs.size()):
var output = shader_model.outputs[i]
var output_code = ""
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if output.has("rgba"):
shader_model.outputs[i].type = "rgba"
output_code = output.rgba
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elif output.has("rgb"):
shader_model.outputs[i].type = "rgb"
output_code = output.rgb
elif output.has("f"):
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shader_model.outputs[i].type = "f"
output_code = output.f
else:
print("Unsupported output type")
if output_code.find("$seed") != -1 or output_code.find("$(seed)") != -1:
uses_seed = true
if shader_model.has("code"):
if shader_model.code.find("$seed") != -1 or shader_model.code.find("$(seed)") != -1:
uses_seed = true
if shader_model.has("instance"):
if shader_model.instance.find("$seed") != -1 or shader_model.instance.find("$(seed)") != -1:
uses_seed = true
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func find_keyword_call(string, keyword):
var search_string = "$%s(" % keyword
var position = string.find(search_string)
if position == -1:
return null
var parenthesis_level = 0
var parameter_begin = position+search_string.length()
var parameter_end = -1
for i in range(parameter_begin, string.length()):
if string[i] == '(':
parenthesis_level += 1
elif string[i] == ')':
if parenthesis_level == 0:
return string.substr(parameter_begin, i-parameter_begin)
parenthesis_level -= 1
return ""
func replace_input(string, context, input, type, src, default) -> Dictionary:
var required_globals = []
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var required_defs = ""
var required_code = ""
var required_textures = {}
var new_pass_required = false
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while true:
var uv = find_keyword_call(string, input)
if uv == null:
break
elif uv == "":
print("syntax error")
break
elif uv.find("$") != -1:
new_pass_required = true
break
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var src_code
if src == null:
src_code = subst(default, context, "(%s)" % uv)
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else:
src_code = src.generator.get_shader_code(uv, src.output_index, context)
while src_code is GDScriptFunctionState:
src_code = yield(src_code, "completed")
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src_code.string = src_code[type]
# Add global definitions
if src_code.has("globals"):
for d in src_code.globals:
if required_globals.find(d) == -1:
required_globals.push_back(d)
# Add generated definitions
if src_code.has("defs"):
required_defs += src_code.defs
# Add generated code
if src_code.has("code"):
required_code += src_code.code
# Add textures
if src_code.has("textures"):
required_textures = src_code.textures
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string = string.replace("$%s(%s)" % [ input, uv ], src_code.string)
return { string=string, globals=required_globals, defs=required_defs, code=required_code, textures=required_textures, new_pass_required=new_pass_required }
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func is_word_letter(l) -> bool:
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return "azertyuiopqsdfghjklmwxcvbnAZERTYUIOPQSDFGHJKLMWXCVBN1234567890_".find(l) != -1
func replace_variable(string, variable, value) -> String:
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string = string.replace("$(%s)" % variable, value)
var keyword_size = variable.length()+1
var new_string = ""
while !string.empty():
var pos = string.find("$"+variable)
if pos == -1:
new_string += string
break
new_string += string.left(pos)
string = string.right(pos)
if string.empty() or !is_word_letter(string[0]):
new_string += value
else:
new_string += "$"+variable
string = string.right(keyword_size)
return new_string
func subst(string, context, uv = "") -> Dictionary:
var genname = "o"+str(get_instance_id())
var required_globals = []
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var required_defs = ""
var required_code = ""
var required_textures = {}
string = replace_variable(string, "name", genname)
if uv != "":
var genname_uv = genname+"_"+str(context.get_variant(self, uv))
string = replace_variable(string, "name_uv", genname_uv)
var tmp_string = replace_variable(string, "seed", str(get_seed()))
if tmp_string != string:
string = tmp_string
if shader_model.has("parameters") and typeof(shader_model.parameters) == TYPE_ARRAY:
for p in shader_model.parameters:
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if !p.has("name") or !p.has("type"):
continue
var value = parameters[p.name]
var value_string = null
if p.type == "float":
value_string = "%.9f" % value
elif p.type == "size":
value_string = "%.9f" % pow(2, value)
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elif p.type == "enum":
if value >= p.values.size():
value = 0
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value_string = p.values[value].value
elif p.type == "color":
value_string = "vec4(%.9f, %.9f, %.9f, %.9f)" % [ value.r, value.g, value.b, value.a ]
elif p.type == "gradient":
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value_string = genname+"_p_"+p.name+"_gradient_fct"
elif p.type == "boolean":
value_string = "true" if value else "false"
else:
print("Cannot replace parameter of type "+p.type)
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if value_string != null:
string = replace_variable(string, p.name, value_string)
if uv != "":
string = replace_variable(string, "uv", "("+uv+")")
if shader_model.has("inputs") and typeof(shader_model.inputs) == TYPE_ARRAY:
var cont = true
while cont:
var changed = false
var new_pass_required = false
for i in range(shader_model.inputs.size()):
var input = shader_model.inputs[i]
var source = get_source(i)
var result = replace_input(string, context, input.name, input.type, source, input.default)
while result is GDScriptFunctionState:
result = yield(result, "completed")
if string != result.string:
changed = true
if result.new_pass_required:
new_pass_required = true
string = result.string
# Add global definitions
for d in result.globals:
if required_globals.find(d) == -1:
required_globals.push_back(d)
# Add generated definitions
required_defs += result.defs
# Add generated code
required_code += result.code
for t in result.textures.keys():
required_textures[t] = result.textures[t]
cont = changed and new_pass_required
return { string=string, globals=required_globals, defs=required_defs, code=required_code, textures=required_textures }
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func _get_shader_code(uv : String, output_index : int, context : MMGenContext) -> Dictionary:
var genname = "o"+str(get_instance_id())
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var output_info = [ { field="rgba", type="vec4" }, { field="rgb", type="vec3" }, { field="f", type="float" } ]
var rv = { globals=[], defs="", code="", textures={} }
if shader_model != null and shader_model.has("outputs") and shader_model.outputs.size() > output_index:
var output = shader_model.outputs[output_index]
if shader_model.has("instance") && !context.has_variant(self):
var subst_output = subst(shader_model.instance, context, "")
while subst_output is GDScriptFunctionState:
subst_output = yield(subst_output, "completed")
rv.defs += subst_output.string
for t in subst_output.textures.keys():
rv.textures[t] = subst_output.textures[t]
for p in shader_model.parameters:
if p.type == "gradient":
var g = parameters[p.name]
if !(g is MMGradient):
g = MMGradient.new()
g.deserialize(parameters[p.name])
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rv.defs += g.get_shader(genname+"_p_"+p.name+"_gradient_fct")
# Add inline code
if shader_model.has("code"):
var variant_index = context.get_variant(self, uv)
if variant_index == -1:
variant_index = context.get_variant(self, uv)
var subst_code = subst(shader_model.code, context, uv)
while subst_code is GDScriptFunctionState:
subst_code = yield(subst_code, "completed")
# Add global definitions
for d in subst_code.globals:
if rv.globals.find(d) == -1:
rv.globals.push_back(d)
# Add generated definitions
rv.defs += subst_code.defs
# Add generated code
rv.code += subst_code.code
rv.code += subst_code.string
# Add output_code
var variant_string = uv+","+str(output_index)
var variant_index = context.get_variant(self, variant_string)
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if variant_index == -1:
variant_index = context.get_variant(self, variant_string)
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for t in output_info:
if output.has(t.field):
var subst_output = subst(output[t.field], context, uv)
while subst_output is GDScriptFunctionState:
subst_output = yield(subst_output, "completed")
# Add global definitions
for d in subst_output.globals:
if rv.globals.find(d) == -1:
rv.globals.push_back(d)
# Add generated definitions
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rv.defs += subst_output.defs
# Add generated code
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rv.code += subst_output.code
rv.code += "%s %s_%d_%d_%s = %s;\n" % [ t.type, genname, output_index, variant_index, t.field, subst_output.string ]
for t in subst_output.textures.keys():
rv.textures[t] = subst_output.textures[t]
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for t in output_info:
if output.has(t.field):
rv[t.field] = "%s_%d_%d_%s" % [ genname, output_index, variant_index, t.field ]
if shader_model.has("global") && rv.globals.find(shader_model.global) == -1:
rv.globals.push_back(shader_model.global)
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return rv
func _serialize(data: Dictionary) -> Dictionary:
data.shader_model = shader_model
return data
func _deserialize(data : Dictionary) -> void:
if data.has("shader_model"):
set_shader_model(data.shader_model)
elif data.has("model_data"):
set_shader_model(data.model_data)
func edit(node) -> void:
if shader_model != null:
var edit_window = load("res://addons/material_maker/widgets/node_editor/node_editor.tscn").instance()
node.get_parent().add_child(edit_window)
edit_window.set_model_data(shader_model)
edit_window.connect("node_changed", node, "update_generator")
edit_window.popup_centered()