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

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tool
extends Node
class_name MMGenBase
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class OutputPort:
var generator : MMGenBase = null
var output_index : int = 0
func _init(g : MMGenBase, o : int):
generator = g
output_index = o
func get_shader():
return generator.get_shader(output_index)
func get_shader_code(uv):
return generator.get_shader_code(uv, output_index)
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func get_globals():
return generator.get_globals()
func to_str():
return generator.name+"("+str(output_index)+")"
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func get_seed():
return 0
func get_source(input_index : int):
return get_parent().get_port_source(name, input_index)
func get_input_shader(input_index : int):
var source = get_source(input_index)
if source != null:
return source.get_shader()
func get_shader(output_index : int):
return get_shader_code("UV", output_index);
# this will need an output index for switch
func get_globals():
var list = []
for i in range(10):
var source = get_source(i)
if source != null:
var source_list = source.get_globals()
for g in source_list:
if list.find(g) == -1:
list.append(g)
return list
func get_shader_code(uv, slot = 0):
var rv
rv = _get_shader_code(uv, slot)
if !rv.has("f"):
if rv.has("rgb"):
rv.f = "(dot("+rv.rgb+", vec3(1.0))/3.0)"
elif rv.has("rgba"):
rv.f = "(dot("+rv.rgba+".rgb, vec3(1.0))/3.0)"
else:
rv.f = "0.0"
if !rv.has("rgb"):
if rv.has("rgba"):
rv.rgb = rv.rgba+".rgb"
else:
rv.rgb = "vec3("+rv.f+")"
if !rv.has("rgba"):
rv.rgba = "vec4("+rv.rgb+", 1.0)"
rv.globals = get_globals()
return rv
func _get_shader_code(uv : String, output_index : int):
return null