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

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GDScript3
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tool
extends MMGenTexture
class_name MMGenBuffer
"""
Texture generator buffers, that render their input in a specific resolution and provide the result as output.
This is useful when using generators that sample their inputs several times (such as convolutions)
"""
var updated : bool = false
func _ready() -> void:
if !parameters.has("size"):
parameters.size = 9
func get_type() -> String:
return "buffer"
func get_type_name() -> String:
return "Buffer"
func get_parameter_defs() -> Array:
return [
{ name="size", type="size", first=4, last=12, default=4 },
{ name="lod", type="float", min=0, max=10.0, step=0.01, default=0 }
]
func get_input_defs() -> Array:
return [ { name="in", type="rgba" } ]
func get_output_defs() -> Array:
return [ { type="rgba" }, { type="rgba" } ]
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func source_changed(input_port_index : int):
updated = false
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.source_changed(input_port_index)
func _get_shader_code(uv : String, output_index : int, context : MMGenContext) -> Dictionary:
var source = get_source(0)
if source != null and !updated:
var result = source.generator.render(source.output_index, context.renderer, pow(2, parameters.size))
while result is GDScriptFunctionState:
result = yield(result, "completed")
result.copy_to_texture(texture)
result.release()
texture.flags = Texture.FLAG_MIPMAPS
updated = true
var rv = ._get_shader_code_lod(uv, output_index, context, 0 if output_index == 0 else parameters.lod)
while rv is GDScriptFunctionState:
rv = yield(rv, "completed")
return rv
func _serialize(data: Dictionary) -> Dictionary:
data.type = "buffer"
return data