2019-09-10 22:51:49 +02:00
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tool
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extends MMGenBase
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class_name MMGenSwitch
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"""
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Texture generator switch
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"""
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func get_type():
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return "switch"
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func get_type_name():
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return "Switch"
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func get_parameter_defs():
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2019-10-17 14:15:51 +02:00
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return [
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{ name="outputs", label="Outputs", type="float", min=1, max=5, step=1, default=2 },
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{ 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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]
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2019-09-10 22:51:49 +02:00
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2019-09-22 22:17:26 +02:00
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func get_input_defs():
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var rv : Array = []
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for c in range(parameters.choices):
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for o in range(parameters.outputs):
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rv.push_back({ name=PoolByteArray([64+o]).get_string_from_ascii()+str(c), type="rgba" })
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return rv
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2019-10-17 14:15:51 +02:00
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2019-09-22 22:17:26 +02:00
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func get_output_defs():
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var rv : Array = []
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for o in range(parameters.outputs):
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rv.push_back({ name=PoolByteArray([64+o]).get_string_from_ascii(), type="rgba" })
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return rv
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func source_changed(input_index : int):
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2019-09-24 22:25:46 +02:00
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notify_output_change(input_index % int(parameters.outputs))
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2019-09-22 22:17:26 +02:00
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func _get_shader_code(uv : String, output_index : int, context : MMGenContext):
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var source = get_source(output_index+parameters.source*parameters.outputs)
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if source != null:
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var rv = source.generator._get_shader_code(uv, source.output_index, context)
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while rv is GDScriptFunctionState:
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rv = yield(rv, "completed")
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return rv
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return { defs="", code="", textures={} }
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2019-09-29 10:07:32 +02:00
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func _serialize(data):
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return data
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