Fixed shader generation problems revealed by Godot 3.2

This commit is contained in:
RodZill4 2019-10-18 08:35:54 +02:00
parent c61b630122
commit 53c5fd4f56
4 changed files with 23 additions and 22 deletions

View File

@ -2,7 +2,7 @@ tool
extends Viewport extends Viewport
class_name MMGenRenderer class_name MMGenRenderer
export(String) var debug_path = null export(String) var debug_path = ""
var debug_file_index : int = 0 var debug_file_index : int = 0
var rendering : bool = false var rendering : bool = false
@ -42,14 +42,13 @@ static func generate_combined_shader(red_code, green_code, blue_code):
file.open("res://addons/material_maker/common.shader", File.READ) file.open("res://addons/material_maker/common.shader", File.READ)
code += file.get_as_text() code += file.get_as_text()
code += "\n" code += "\n"
if red_code.has("globals"): var globals = []
for g in red_code.globals: for c in [ red_code, green_code, blue_code ]:
code += g if c.has("globals"):
if green_code.has("globals"): for g in c.globals:
for g in green_code.globals: if globals.find(g) == -1:
code += g globals.push_back(g)
if blue_code.has("globals"): for g in globals:
for g in blue_code.globals:
code += g code += g
var shader_code = "" var shader_code = ""
shader_code += red_code.defs shader_code += red_code.defs
@ -71,15 +70,17 @@ func setup_material(shader_material, textures, shader_code):
shader_material.shader.code = shader_code shader_material.shader.code = shader_code
func render_shader(shader, textures, render_size): func render_shader(shader, textures, render_size):
while rendering:
yield(self, "done")
rendering = true
if debug_path != null and debug_path != "": if debug_path != null and debug_path != "":
var file_name = debug_path+str(debug_file_index)+".shader"
var f = File.new() var f = File.new()
f.open(debug_path+str(debug_file_index)+".shader", File.WRITE) f.open(debug_path+str(debug_file_index)+".shader", File.WRITE)
f.store_string(shader) f.store_string(shader)
f.close() f.close()
debug_file_index += 1 debug_file_index += 1
print("shader saved as "+file_name)
while rendering:
yield(self, "done")
rendering = true
size = Vector2(render_size, render_size) size = Vector2(render_size, render_size)
$ColorRect.rect_position = Vector2(0, 0) $ColorRect.rect_position = Vector2(0, 0)
$ColorRect.rect_size = size $ColorRect.rect_size = size