mirror of
https://github.com/Relintai/material-maker.git
synced 2024-11-13 06:27:18 +01:00
More shader generation refactoring
This commit is contained in:
parent
cfae489ad0
commit
66f88f3f46
@ -1,4 +1,68 @@
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tool
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extends Node
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class_name MMGenBase
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class OutputPort:
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var generator : MMGenBase = null
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var output_index : int = 0
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func _init(g : MMGenBase, o : int):
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generator = g
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output_index = o
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func get_shader():
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return generator.get_shader(output_index)
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func get_globals():
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return generator.get_globals()
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var parameters = null
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func get_seed():
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return 0
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func get_source(input_index : int):
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return get_parent().get_port_source(name, input_index)
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func get_input_shader(input_index : int):
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var source = get_source(input_index)
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if source != null:
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return source.get_shader()
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func get_shader(output_index : int):
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return get_shader_code("UV", output_index);
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# this will need an output index for switch
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func get_globals():
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var list = []
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for i in range(10):
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var source = get_source(i)
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if source != null:
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var source_list = source.get_globals()
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for g in source_list:
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if list.find(g) == -1:
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list.append(g)
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return list
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func get_shader_code(uv, slot = 0):
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var rv
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rv = _get_shader_code(uv, slot)
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if !rv.has("f"):
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if rv.has("rgb"):
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rv.f = "(dot("+rv.rgb+", vec3(1.0))/3.0)"
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elif rv.has("rgba"):
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rv.f = "(dot("+rv.rgba+".rgb, vec3(1.0))/3.0)"
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else:
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rv.f = "0.0"
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if !rv.has("rgb"):
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if rv.has("rgba"):
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rv.rgb = rv.rgba+".rgb"
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else:
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rv.rgb = "vec3("+rv.f+")"
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if !rv.has("rgba"):
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rv.rgba = "vec4("+rv.rgb+", 1.0)"
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rv.globals = get_globals()
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return rv
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func _get_shader_code(uv : String, output_index : int):
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return null
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@ -1,2 +1,11 @@
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tool
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extends MMGenBase
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class_name MMGenGraph
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var connections = null
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func get_port_source(gen_name: String, input_index: int) -> OutputPort:
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for c in connections:
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if c.to == gen_name and c.to_port == input_index:
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return OutputPort.new(get_node(c.from), c.from_port)
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return null
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@ -1,11 +1,122 @@
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tool
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extends MMGenBase
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class_name MMGenMaterial
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var texture_list
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var material
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var generated_textures = {}
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const TEXTURE_LIST = [
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{ port=0, texture="albedo" },
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{ port=1, texture="metallic" },
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{ port=2, texture="roughness" },
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{ port=3, texture="emission" },
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{ port=4, texture="normal_map" },
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{ port=5, texture="ambient_occlusion" },
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{ port=6, texture="depth_map" }
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]
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const ADDON_TEXTURE_LIST = [
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{ port=0, texture="albedo" },
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{ port=3, texture="emission" },
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{ port=4, texture="normal_map" },
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{ ports=[1, 2, 5], default_values=["0.0", "1.0", "1.0"], texture="mrao" },
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{ port=6, texture="depth_map" }
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]
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func _ready():
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texture_list = TEXTURE_LIST
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if Engine.editor_hint:
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texture_list = ADDON_TEXTURE_LIST
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for t in texture_list:
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generated_textures[t.texture] = { shader=null, source=null, texture=null }
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material = SpatialMaterial.new()
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func generate_material():
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print("Generating material")
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var material = SpatialMaterial.new()
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print(get_source(0).get_shader())
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return material
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func initialize(data: Dictionary):
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if data.has("name"):
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name = data.name
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func get_generated_texture(slot, file_prefix = null):
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if file_prefix != null:
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var file_name = "%s_%s.png" % [ file_prefix, slot ]
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if File.new().file_exists(file_name):
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return load(file_name)
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else:
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return null
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else:
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return generated_textures[slot].texture
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func update_spatial_material(m, file_prefix = null):
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var texture
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m.albedo_color = parameters.albedo_color
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m.albedo_texture = get_generated_texture("albedo", file_prefix)
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m.metallic = parameters.metallic
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m.roughness = parameters.roughness
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if Engine.editor_hint:
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texture = get_generated_texture("mrao", file_prefix)
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m.metallic_texture = texture
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m.metallic_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_RED
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m.roughness_texture = texture
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m.roughness_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_GREEN
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else:
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m.metallic_texture = get_generated_texture("metallic", file_prefix)
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m.roughness_texture = get_generated_texture("roughness", file_prefix)
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texture = get_generated_texture("emission", file_prefix)
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if texture != null:
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m.emission_enabled = true
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m.emission_energy = parameters.emission_energy
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m.emission_texture = texture
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else:
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m.emission_enabled = false
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texture = get_generated_texture("normal_map", file_prefix)
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if texture != null:
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m.normal_enabled = true
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m.normal_texture = texture
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else:
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m.normal_enabled = false
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if Engine.editor_hint:
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if (generated_textures.mrao.mask & (1 << 2)) != 0:
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m.ao_enabled = true
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m.ao_light_affect = parameters.ao_light_affect
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m.ao_texture = m.metallic_texture
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m.ao_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_BLUE
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else:
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m.ao_enabled = false
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else:
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texture = get_generated_texture("ambient_occlusion", file_prefix)
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if texture != null:
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m.ao_enabled = true
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m.ao_light_affect = parameters.ao_light_affect
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m.ao_texture = texture
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else:
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m.ao_enabled = false
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texture = get_generated_texture("depth_map", file_prefix)
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if texture != null:
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m.depth_enabled = true
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m.depth_scale = parameters.depth_scale
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m.depth_texture = texture
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else:
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m.depth_enabled = false
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func export_textures(prefix, size = null):
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if size == null:
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size = int(pow(2, 8+parameters.resolution))
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for t in texture_list:
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var texture = generated_textures[t.texture].texture
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if texture != null:
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var image = texture.get_data()
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image.save_png("%s_%s.png" % [ prefix, t.texture ])
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if Engine.editor_hint:
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var resource_filesystem = get_parent().editor_interface.get_resource_filesystem()
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resource_filesystem.scan()
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yield(resource_filesystem, "filesystem_changed")
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var new_material = SpatialMaterial.new()
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update_spatial_material(new_material, prefix)
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ResourceSaver.save("%s.tres" % [ prefix ], new_material)
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resource_filesystem.scan()
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@ -1,14 +1,136 @@
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tool
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extends MMGenBase
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class_name MMGenShader
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var config
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var parameters
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var model_data = null
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var generated_variants = []
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func configure(c: Dictionary):
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config = c
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func set_model_data(data: Dictionary):
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model_data = data
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func initialize(data: Dictionary):
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if data.has("name"):
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name = data.name
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if data.has("parameters"):
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parameters = data.parameters
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func find_keyword_call(string, keyword):
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var search_string = "$%s(" % keyword
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var position = string.find(search_string)
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if position == -1:
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return null
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var parenthesis_level = 0
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var parameter_begin = position+search_string.length()
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var parameter_end = -1
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for i in range(parameter_begin, string.length()):
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if string[i] == '(':
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parenthesis_level += 1
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elif string[i] == ')':
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if parenthesis_level == 0:
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return string.substr(parameter_begin, i-parameter_begin)
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parenthesis_level -= 1
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return ""
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func replace_input(string, input, type, src, default):
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var required_defs = ""
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var required_code = ""
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while true:
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var uv = find_keyword_call(string, input)
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if uv == null:
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break
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elif uv == "":
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print("syntax error")
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break
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var src_code
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if src == null:
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src_code = subst(default, "(%s)" % uv)
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else:
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src_code = src.get_shader_code(uv)
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src_code.string = src_code[type]
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required_defs += src_code.defs
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required_code += src_code.code
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string = string.replace("$%s(%s)" % [ input, uv ], src_code.string)
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return { string=string, defs=required_defs, code=required_code }
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func is_word_letter(l):
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return "azertyuiopqsdfghjklmwxcvbnAZERTYUIOPQSDFGHJKLMWXCVBN1234567890_".find(l) != -1
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func replace_variable(string, variable, value):
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string = string.replace("$(%s)" % variable, value)
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var keyword_size = variable.length()+1
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var new_string = ""
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while !string.empty():
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var pos = string.find("$"+variable)
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if pos == -1:
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new_string += string
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break
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new_string += string.left(pos)
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string = string.right(pos)
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if string.empty() or !is_word_letter(string[0]):
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new_string += value
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else:
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new_string += "$"+variable
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string = string.right(keyword_size)
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return new_string
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func subst(string, uv = ""):
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var required_defs = ""
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var required_code = ""
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string = replace_variable(string, "name", name)
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string = replace_variable(string, "seed", str(get_seed()))
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if uv != "":
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string = replace_variable(string, "uv", "("+uv+")")
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if model_data.has("parameters") and typeof(model_data.parameters) == TYPE_ARRAY:
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for p in model_data.parameters:
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if !p.has("name") or !p.has("type"):
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continue
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var value = parameters[p.name]
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var value_string = null
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if p.type == "float":
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value_string = "%.9f" % value
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elif p.type == "size":
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value_string = "%.9f" % pow(2, value+p.first)
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elif p.type == "enum":
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value_string = p.values[value].value
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elif p.type == "color":
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value_string = "vec4(%.9f, %.9f, %.9f, %.9f)" % [ value.r, value.g, value.b, value.a ]
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if value_string != null:
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string = replace_variable(string, p.name, value_string)
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if model_data.has("inputs") and typeof(model_data.inputs) == TYPE_ARRAY:
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for i in range(model_data.inputs.size()):
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var input = model_data.inputs[i]
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var source = get_source(i)
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var result = replace_input(string, input.name, input.type, source, input.default)
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string = result.string
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required_defs += result.defs
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required_code += result.code
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return { string=string, defs=required_defs, code=required_code }
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func _get_shader_code(uv, slot = 0):
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var output_info = [ { field="rgba", type="vec4" }, { field="rgb", type="vec3" }, { field="f", type="float" } ]
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var rv = { defs="", code="" }
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var variant_string = uv+","+str(slot)
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if model_data != null and model_data.has("outputs") and model_data.outputs.size() > slot:
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var output = model_data.outputs[slot]
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if model_data.has("instance") && generated_variants.empty():
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rv.defs = subst(model_data.instance).string
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var variant_index = generated_variants.find(variant_string)
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if variant_index == -1:
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variant_index = generated_variants.size()
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generated_variants.append(variant_string)
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for t in output_info:
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if output.has(t.field):
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var subst_output = subst(output[t.field], uv)
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rv.defs += subst_output.defs
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rv.code += subst_output.code
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rv.code += "%s %s_%d_%d_%s = %s;\n" % [ t.type, name, slot, variant_index, t.field, subst_output.string ]
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for t in output_info:
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if output.has(t.field):
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rv[t.field] = "%s_%d_%d_%s" % [ name, slot, variant_index, t.field ]
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return rv
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func get_globals():
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var list = .get_globals()
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if typeof(model_data) == TYPE_DICTIONARY and model_data.has("global") and list.find(model_data.global) == -1:
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list.append(model_data.global)
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return list
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@ -1,3 +1,4 @@
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tool
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extends Object
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class_name MMGenLoader
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@ -16,16 +17,20 @@ func create_gen(data) -> MMGenBase:
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var g = create_gen(n)
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if g != null:
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generator.add_child(g)
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generator.connections = data.connections
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elif data.has("type"):
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if data.type == "material":
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generator = MMGenMaterial.new()
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else:
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generator = MMGenShader.new()
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if data.type == "custom":
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pass
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else:
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var file = File.new()
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if file.open("res://addons/material_maker/nodes/"+data.type+".mmn", File.READ) == OK:
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var config = parse_json(file.get_as_text())
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var model_data = parse_json(file.get_as_text())
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print("loaded description "+data.type+".mmn")
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generator.configure(config)
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generator.set_model_data(model_data)
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else:
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print("Cannot find description for "+data.type)
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if generator != null and data.has("parameters"):
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@ -63,7 +63,7 @@ func get_textures():
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list[name] = saved_texture
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return list
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func _get_shader_code(uv):
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func _get_shader_code(uv, slot = 0):
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var rv = { defs="", code="" }
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var src = get_source()
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if src == null:
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@ -47,4 +47,5 @@ func generate_material(ptex_filename: String) -> Material:
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var loader = MMGenLoader.new()
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var generator = loader.load_gen(ptex_filename)
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add_child(generator)
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return generator.get_node("Material").generate_material()
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var material = generator.get_node("Material")
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return material.generate_material()
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