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

70 lines
2.0 KiB
GDScript3
Raw Normal View History

tool
extends MMGenBase
class_name MMGenSwitch
"""
Texture generator switch
"""
var editable = false
func get_type() -> String:
return "switch"
func get_type_name() -> String:
return "Switch"
func toggle_editable() -> bool:
editable = !editable
return true
func is_editable() -> bool:
return editable
func get_parameter_defs() -> Array:
var choices = parameters.choices if parameters.has("choices") else 2
return [
{ name="outputs", label="Outputs", type="float", min=1, max=5, step=1, default=2 },
{ name="choices", label="Choices", type="float", min=2, max=5, step=1, default=2 },
{ name="source", label="Source", type="float", min=0, max=choices-1, step=1, default=0 },
]
func get_input_defs() -> Array:
2019-09-22 22:17:26 +02:00
var rv : Array = []
for c in range(parameters.choices):
for o in range(parameters.outputs):
var n = PoolByteArray([65+o]).get_string_from_ascii()+str(c)
rv.push_back({ name=n, label=n, type="rgba" })
2019-09-22 22:17:26 +02:00
return rv
func get_output_defs() -> Array:
2019-09-22 22:17:26 +02:00
var rv : Array = []
for o in range(parameters.outputs):
var n = PoolByteArray([65+o]).get_string_from_ascii()
rv.push_back({ name=n, type="rgba" })
2019-09-22 22:17:26 +02:00
return rv
func set_parameter(p, v) -> void:
.set_parameter(p, v)
emit_signal("parameter_changed", "__update_all__", null)
# get the list of outputs that depend on the input whose index is passed as parameter
func follow_input(input_index : int) -> Array:
return [ OutputPort.new(self, input_index % int(parameters.outputs)) ]
func source_changed(input_index : int) -> void:
if parameters.has("outputs"):
notify_output_change(input_index % int(parameters.outputs))
2019-09-22 22:17:26 +02:00
func _get_shader_code(uv : String, output_index : int, context : MMGenContext) -> Dictionary:
2019-09-22 22:17:26 +02:00
var source = get_source(output_index+parameters.source*parameters.outputs)
if source != null:
var rv = source.generator._get_shader_code(uv, source.output_index, context)
while rv is GDScriptFunctionState:
rv = yield(rv, "completed")
return rv
return { globals=[], defs="", code="", textures={} }
func _serialize(data: Dictionary) -> Dictionary:
return data