More shader generation refactoring

This commit is contained in:
RodZill4 2019-08-02 08:17:32 +02:00
parent cfae489ad0
commit 66f88f3f46
7 changed files with 325 additions and 13 deletions

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@ -1,4 +1,68 @@
tool
extends Node
class_name MMGenBase
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_globals():
return generator.get_globals()
var parameters = null
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

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@ -1,2 +1,11 @@
tool
extends MMGenBase
class_name MMGenGraph
var connections = null
func get_port_source(gen_name: String, input_index: int) -> OutputPort:
for c in connections:
if c.to == gen_name and c.to_port == input_index:
return OutputPort.new(get_node(c.from), c.from_port)
return null

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@ -1,11 +1,122 @@
tool
extends MMGenBase
class_name MMGenMaterial
var texture_list
var material
var generated_textures = {}
const TEXTURE_LIST = [
{ port=0, texture="albedo" },
{ port=1, texture="metallic" },
{ port=2, texture="roughness" },
{ port=3, texture="emission" },
{ port=4, texture="normal_map" },
{ port=5, texture="ambient_occlusion" },
{ port=6, texture="depth_map" }
]
const ADDON_TEXTURE_LIST = [
{ port=0, texture="albedo" },
{ port=3, texture="emission" },
{ port=4, texture="normal_map" },
{ ports=[1, 2, 5], default_values=["0.0", "1.0", "1.0"], texture="mrao" },
{ port=6, texture="depth_map" }
]
func _ready():
texture_list = TEXTURE_LIST
if Engine.editor_hint:
texture_list = ADDON_TEXTURE_LIST
for t in texture_list:
generated_textures[t.texture] = { shader=null, source=null, texture=null }
material = SpatialMaterial.new()
func generate_material():
print("Generating material")
var material = SpatialMaterial.new()
print(get_source(0).get_shader())
return material
func initialize(data: Dictionary):
if data.has("name"):
name = data.name
func get_generated_texture(slot, file_prefix = null):
if file_prefix != null:
var file_name = "%s_%s.png" % [ file_prefix, slot ]
if File.new().file_exists(file_name):
return load(file_name)
else:
return null
else:
return generated_textures[slot].texture
func update_spatial_material(m, file_prefix = null):
var texture
m.albedo_color = parameters.albedo_color
m.albedo_texture = get_generated_texture("albedo", file_prefix)
m.metallic = parameters.metallic
m.roughness = parameters.roughness
if Engine.editor_hint:
texture = get_generated_texture("mrao", file_prefix)
m.metallic_texture = texture
m.metallic_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_RED
m.roughness_texture = texture
m.roughness_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_GREEN
else:
m.metallic_texture = get_generated_texture("metallic", file_prefix)
m.roughness_texture = get_generated_texture("roughness", file_prefix)
texture = get_generated_texture("emission", file_prefix)
if texture != null:
m.emission_enabled = true
m.emission_energy = parameters.emission_energy
m.emission_texture = texture
else:
m.emission_enabled = false
texture = get_generated_texture("normal_map", file_prefix)
if texture != null:
m.normal_enabled = true
m.normal_texture = texture
else:
m.normal_enabled = false
if Engine.editor_hint:
if (generated_textures.mrao.mask & (1 << 2)) != 0:
m.ao_enabled = true
m.ao_light_affect = parameters.ao_light_affect
m.ao_texture = m.metallic_texture
m.ao_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_BLUE
else:
m.ao_enabled = false
else:
texture = get_generated_texture("ambient_occlusion", file_prefix)
if texture != null:
m.ao_enabled = true
m.ao_light_affect = parameters.ao_light_affect
m.ao_texture = texture
else:
m.ao_enabled = false
texture = get_generated_texture("depth_map", file_prefix)
if texture != null:
m.depth_enabled = true
m.depth_scale = parameters.depth_scale
m.depth_texture = texture
else:
m.depth_enabled = false
func export_textures(prefix, size = null):
if size == null:
size = int(pow(2, 8+parameters.resolution))
for t in texture_list:
var texture = generated_textures[t.texture].texture
if texture != null:
var image = texture.get_data()
image.save_png("%s_%s.png" % [ prefix, t.texture ])
if Engine.editor_hint:
var resource_filesystem = get_parent().editor_interface.get_resource_filesystem()
resource_filesystem.scan()
yield(resource_filesystem, "filesystem_changed")
var new_material = SpatialMaterial.new()
update_spatial_material(new_material, prefix)
ResourceSaver.save("%s.tres" % [ prefix ], new_material)
resource_filesystem.scan()

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@ -1,14 +1,136 @@
tool
extends MMGenBase
class_name MMGenShader
var config
var parameters
var model_data = null
var generated_variants = []
func configure(c: Dictionary):
config = c
func set_model_data(data: Dictionary):
model_data = data
func initialize(data: Dictionary):
if data.has("name"):
name = data.name
if data.has("parameters"):
parameters = data.parameters
func find_keyword_call(string, keyword):
var search_string = "$%s(" % keyword
var position = string.find(search_string)
if position == -1:
return null
var parenthesis_level = 0
var parameter_begin = position+search_string.length()
var parameter_end = -1
for i in range(parameter_begin, string.length()):
if string[i] == '(':
parenthesis_level += 1
elif string[i] == ')':
if parenthesis_level == 0:
return string.substr(parameter_begin, i-parameter_begin)
parenthesis_level -= 1
return ""
func replace_input(string, input, type, src, default):
var required_defs = ""
var required_code = ""
while true:
var uv = find_keyword_call(string, input)
if uv == null:
break
elif uv == "":
print("syntax error")
break
var src_code
if src == null:
src_code = subst(default, "(%s)" % uv)
else:
src_code = src.get_shader_code(uv)
src_code.string = src_code[type]
required_defs += src_code.defs
required_code += src_code.code
string = string.replace("$%s(%s)" % [ input, uv ], src_code.string)
return { string=string, defs=required_defs, code=required_code }
func is_word_letter(l):
return "azertyuiopqsdfghjklmwxcvbnAZERTYUIOPQSDFGHJKLMWXCVBN1234567890_".find(l) != -1
func replace_variable(string, variable, value):
string = string.replace("$(%s)" % variable, value)
var keyword_size = variable.length()+1
var new_string = ""
while !string.empty():
var pos = string.find("$"+variable)
if pos == -1:
new_string += string
break
new_string += string.left(pos)
string = string.right(pos)
if string.empty() or !is_word_letter(string[0]):
new_string += value
else:
new_string += "$"+variable
string = string.right(keyword_size)
return new_string
func subst(string, uv = ""):
var required_defs = ""
var required_code = ""
string = replace_variable(string, "name", name)
string = replace_variable(string, "seed", str(get_seed()))
if uv != "":
string = replace_variable(string, "uv", "("+uv+")")
if model_data.has("parameters") and typeof(model_data.parameters) == TYPE_ARRAY:
for p in model_data.parameters:
if !p.has("name") or !p.has("type"):
continue
var value = parameters[p.name]
var value_string = null
if p.type == "float":
value_string = "%.9f" % value
elif p.type == "size":
value_string = "%.9f" % pow(2, value+p.first)
elif p.type == "enum":
value_string = p.values[value].value
elif p.type == "color":
value_string = "vec4(%.9f, %.9f, %.9f, %.9f)" % [ value.r, value.g, value.b, value.a ]
if value_string != null:
string = replace_variable(string, p.name, value_string)
if model_data.has("inputs") and typeof(model_data.inputs) == TYPE_ARRAY:
for i in range(model_data.inputs.size()):
var input = model_data.inputs[i]
var source = get_source(i)
var result = replace_input(string, input.name, input.type, source, input.default)
string = result.string
required_defs += result.defs
required_code += result.code
return { string=string, defs=required_defs, code=required_code }
func _get_shader_code(uv, slot = 0):
var output_info = [ { field="rgba", type="vec4" }, { field="rgb", type="vec3" }, { field="f", type="float" } ]
var rv = { defs="", code="" }
var variant_string = uv+","+str(slot)
if model_data != null and model_data.has("outputs") and model_data.outputs.size() > slot:
var output = model_data.outputs[slot]
if model_data.has("instance") && generated_variants.empty():
rv.defs = subst(model_data.instance).string
var variant_index = generated_variants.find(variant_string)
if variant_index == -1:
variant_index = generated_variants.size()
generated_variants.append(variant_string)
for t in output_info:
if output.has(t.field):
var subst_output = subst(output[t.field], uv)
rv.defs += subst_output.defs
rv.code += subst_output.code
rv.code += "%s %s_%d_%d_%s = %s;\n" % [ t.type, name, slot, variant_index, t.field, subst_output.string ]
for t in output_info:
if output.has(t.field):
rv[t.field] = "%s_%d_%d_%s" % [ name, slot, variant_index, t.field ]
return rv
func get_globals():
var list = .get_globals()
if typeof(model_data) == TYPE_DICTIONARY and model_data.has("global") and list.find(model_data.global) == -1:
list.append(model_data.global)
return list

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@ -1,3 +1,4 @@
tool
extends Object
class_name MMGenLoader
@ -16,16 +17,20 @@ func create_gen(data) -> MMGenBase:
var g = create_gen(n)
if g != null:
generator.add_child(g)
generator.connections = data.connections
elif data.has("type"):
if data.type == "material":
generator = MMGenMaterial.new()
else:
generator = MMGenShader.new()
if data.type == "custom":
pass
else:
var file = File.new()
if file.open("res://addons/material_maker/nodes/"+data.type+".mmn", File.READ) == OK:
var config = parse_json(file.get_as_text())
var model_data = parse_json(file.get_as_text())
print("loaded description "+data.type+".mmn")
generator.configure(config)
generator.set_model_data(model_data)
else:
print("Cannot find description for "+data.type)
if generator != null and data.has("parameters"):

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@ -63,7 +63,7 @@ func get_textures():
list[name] = saved_texture
return list
func _get_shader_code(uv):
func _get_shader_code(uv, slot = 0):
var rv = { defs="", code="" }
var src = get_source()
if src == null:

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@ -47,4 +47,5 @@ func generate_material(ptex_filename: String) -> Material:
var loader = MMGenLoader.new()
var generator = loader.load_gen(ptex_filename)
add_child(generator)
return generator.get_node("Material").generate_material()
var material = generator.get_node("Material")
return material.generate_material()