mirror of
https://github.com/Relintai/material-maker.git
synced 2024-11-13 06:27:18 +01:00
More refactoring and added buffer generator
This commit is contained in:
parent
e9a21454c1
commit
d8d9aaa9b4
@ -9,16 +9,7 @@ class OutputPort:
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func _init(g : MMGenBase, o : int):
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func _init(g : MMGenBase, o : int):
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generator = g
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generator = g
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output_index = o
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output_index = o
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"""
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func get_shader():
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return generator.get_shader(output_index)
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func get_shader_code(uv):
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return generator.get_shader_code(uv, output_index)
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func get_globals():
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return generator.get_globals()
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"""
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func to_str():
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func to_str():
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return generator.name+"("+str(output_index)+")"
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return generator.name+"("+str(output_index)+")"
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@ -81,16 +72,20 @@ func get_globals():
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func render(output_index : int, renderer : MMGenRenderer, size : int):
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func render(output_index : int, renderer : MMGenRenderer, size : int):
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var context : MMGenContext = MMGenContext.new(renderer)
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var context : MMGenContext = MMGenContext.new(renderer)
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var source = get_shader_code("UV", output_index, context)
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var source = get_shader_code("UV", output_index, context)
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while source is GDScriptFunctionState:
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source = yield(source, "completed")
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if source == null:
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if source == null:
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return false
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return false
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var shader : String = renderer.generate_shader(source)
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var shader : String = renderer.generate_shader(source)
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var status = renderer.render_shader(shader, {}, 1024)
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var status = renderer.render_shader(shader, source.textures, size)
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while status is GDScriptFunctionState:
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while status is GDScriptFunctionState:
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status = yield(status, "completed")
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status = yield(status, "completed")
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return status
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return status
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func get_shader_code(uv : String, output_index : int, context : MMGenContext):
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func get_shader_code(uv : String, output_index : int, context : MMGenContext):
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var rv = _get_shader_code(uv, output_index, context)
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var rv = _get_shader_code(uv, output_index, context)
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while rv is GDScriptFunctionState:
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rv = yield(rv, "completed")
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if rv != null:
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if rv != null:
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if !rv.has("f"):
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if !rv.has("f"):
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if rv.has("rgb"):
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if rv.has("rgb"):
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@ -2,6 +2,8 @@ tool
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extends MMGenBase
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extends MMGenBase
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class_name MMGenBuffer
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class_name MMGenBuffer
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var texture : ImageTexture = ImageTexture.new()
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func _ready():
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func _ready():
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if !parameters.has("size"):
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if !parameters.has("size"):
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parameters.size = 4
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parameters.size = 4
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@ -16,7 +18,28 @@ func get_parameter_defs():
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return [ { name="size", type="size", first=4, last=11, default=4 } ]
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return [ { name="size", type="size", first=4, last=11, default=4 } ]
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func get_input_defs():
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func get_input_defs():
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return [ ]
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return [ { name="in", type="rgba" } ]
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func get_output_defs():
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func get_output_defs():
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return [ ]
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return [ { rgba="" } ]
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func _get_shader_code(uv : String, output_index : int, context : MMGenContext):
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var source = get_source(0)
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if source != null:
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print(parameters.size)
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var status = source.generator.render(source.output_index, context.renderer, pow(2, 4+parameters.size))
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while status is GDScriptFunctionState:
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status = yield(status, "completed")
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if status:
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var image : Image = context.renderer.get_texture().get_data()
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texture.create_from_image(image)
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texture.flags = 0
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var rv = { defs="" }
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var variant_index = context.get_variant(self, uv)
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if variant_index == -1:
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variant_index = context.get_variant(self, uv)
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var texture_name = name+"_tex"
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rv.code = "vec4 %s_%d = texture(%s, %s);\n" % [ name, variant_index, texture_name, uv ]
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rv.rgba = "%s_%d" % [ name, variant_index ]
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rv.textures = { texture_name:texture }
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return rv
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@ -39,8 +39,7 @@ func _ready():
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func generate_material(renderer : MMGenRenderer):
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func generate_material(renderer : MMGenRenderer):
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var source = get_source(0)
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var source = get_source(0)
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if source != null:
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if source != null:
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var shader : String = renderer.generate_shader(source)
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var status = source.generator.render(source.output_index, renderer, 512)
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var status = renderer.render_shader(shader, {}, 512)
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while status is GDScriptFunctionState:
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while status is GDScriptFunctionState:
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status = yield(status, "completed")
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status = yield(status, "completed")
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print("Render status: "+str(status))
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print("Render status: "+str(status))
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@ -3,7 +3,6 @@ extends MMGenBase
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class_name MMGenShader
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class_name MMGenShader
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var shader_model : Dictionary = {}
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var shader_model : Dictionary = {}
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var generated_variants = []
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func get_type():
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func get_type():
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return "shader"
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return "shader"
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@ -19,6 +18,18 @@ func get_parameter_defs():
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else:
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else:
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return shader_model.parameters
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return shader_model.parameters
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func get_input_defs():
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if shader_model == null or !shader_model.has("inputs"):
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return []
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else:
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return shader_model.inputs
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func get_output_defs():
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if shader_model == null or !shader_model.has("outputs"):
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return []
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else:
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return shader_model.outputs
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func set_shader_model(data: Dictionary):
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func set_shader_model(data: Dictionary):
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shader_model = data
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shader_model = data
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init_parameters()
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init_parameters()
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@ -43,6 +54,7 @@ func find_keyword_call(string, keyword):
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func replace_input(string, context, input, type, src, default):
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func replace_input(string, context, input, type, src, default):
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var required_defs = ""
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var required_defs = ""
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var required_code = ""
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var required_code = ""
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var required_textures = {}
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while true:
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while true:
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var uv = find_keyword_call(string, input)
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var uv = find_keyword_call(string, input)
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if uv == null:
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if uv == null:
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@ -52,15 +64,17 @@ func replace_input(string, context, input, type, src, default):
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break
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break
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var src_code
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var src_code
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if src == null:
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if src == null:
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src_code = subst(default, "(%s)" % uv)
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src_code = subst(default, context, "(%s)" % uv)
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else:
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else:
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print(src.to_str())
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src_code = src.generator.get_shader_code(uv, src.output_index, context)
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src_code = src.generator.get_shader_code(uv, src.output_index, context)
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while src_code is GDScriptFunctionState:
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src_code = yield(src_code, "completed")
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src_code.string = src_code[type]
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src_code.string = src_code[type]
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required_defs += src_code.defs
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required_defs += src_code.defs
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required_code += src_code.code
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required_code += src_code.code
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required_textures = src_code.textures
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string = string.replace("$%s(%s)" % [ input, uv ], src_code.string)
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string = string.replace("$%s(%s)" % [ input, uv ], src_code.string)
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return { string=string, defs=required_defs, code=required_code }
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return { string=string, defs=required_defs, code=required_code, textures=required_textures }
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func is_word_letter(l):
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func is_word_letter(l):
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return "azertyuiopqsdfghjklmwxcvbnAZERTYUIOPQSDFGHJKLMWXCVBN1234567890_".find(l) != -1
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return "azertyuiopqsdfghjklmwxcvbnAZERTYUIOPQSDFGHJKLMWXCVBN1234567890_".find(l) != -1
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@ -86,6 +100,7 @@ func replace_variable(string, variable, value):
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func subst(string, context, uv = ""):
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func subst(string, context, uv = ""):
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var required_defs = ""
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var required_defs = ""
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var required_code = ""
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var required_code = ""
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var required_textures = {}
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string = replace_variable(string, "name", name)
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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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string = replace_variable(string, "seed", str(get_seed()))
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if uv != "":
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if uv != "":
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@ -113,20 +128,29 @@ func subst(string, context, uv = ""):
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var input = shader_model.inputs[i]
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var input = shader_model.inputs[i]
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var source = get_source(i)
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var source = get_source(i)
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var result = replace_input(string, context, input.name, input.type, source, input.default)
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var result = replace_input(string, context, input.name, input.type, source, input.default)
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while result is GDScriptFunctionState:
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result = yield(result, "completed")
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string = result.string
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string = result.string
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required_defs += result.defs
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required_defs += result.defs
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required_code += result.code
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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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for t in result.textures.keys():
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required_textures[t] = result.textures[t]
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return { string=string, defs=required_defs, code=required_code, textures=required_textures }
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func _get_shader_code(uv : String, output_index : int, context : MMGenContext):
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func _get_shader_code(uv : String, output_index : int, context : MMGenContext):
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var output_info = [ { field="rgba", type="vec4" }, { field="rgb", type="vec3" }, { field="f", type="float" } ]
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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 rv = { defs="", code="", textures={} }
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var variant_string = uv+","+str(output_index)
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var variant_string = uv+","+str(output_index)
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if shader_model != null and shader_model.has("outputs") and shader_model.outputs.size() > output_index:
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if shader_model != null and shader_model.has("outputs") and shader_model.outputs.size() > output_index:
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var output = shader_model.outputs[output_index]
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var output = shader_model.outputs[output_index]
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rv.defs = ""
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rv.defs = ""
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if shader_model.has("instance") && !context.has_variant(self):
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if shader_model.has("instance") && !context.has_variant(self):
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rv.defs += subst(shader_model.instance, context).string
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var subst_output = subst(shader_model.instance, context, uv)
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while subst_output is GDScriptFunctionState:
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subst_output = yield(subst_output, "completed")
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rv.defs += subst_output.string
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for t in subst_output.textures.keys():
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rv.textures[t] = subst_output.textures[t]
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for p in shader_model.parameters:
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for p in shader_model.parameters:
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if p.type == "gradient":
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if p.type == "gradient":
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var g = parameters[p.name]
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var g = parameters[p.name]
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@ -137,13 +161,16 @@ func _get_shader_code(uv : String, output_index : int, context : MMGenContext):
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var variant_index = context.get_variant(self, variant_string)
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var variant_index = context.get_variant(self, variant_string)
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if variant_index == -1:
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if variant_index == -1:
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variant_index = context.get_variant(self, variant_string)
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variant_index = context.get_variant(self, variant_string)
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generated_variants.append(variant_string)
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for t in output_info:
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for t in output_info:
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if output.has(t.field):
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if output.has(t.field):
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var subst_output = subst(output[t.field], context, uv)
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var subst_output = subst(output[t.field], context, uv)
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while subst_output is GDScriptFunctionState:
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subst_output = yield(subst_output, "completed")
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rv.defs += subst_output.defs
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rv.defs += subst_output.defs
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rv.code += subst_output.code
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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, output_index, variant_index, t.field, subst_output.string ]
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rv.code += "%s %s_%d_%d_%s = %s;\n" % [ t.type, name, output_index, variant_index, t.field, subst_output.string ]
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for t in subst_output.textures.keys():
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rv.textures[t] = subst_output.textures[t]
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for t in output_info:
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for t in output_info:
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if output.has(t.field):
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if output.has(t.field):
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rv[t.field] = "%s_%d_%d_%s" % [ name, output_index, variant_index, t.field ]
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rv[t.field] = "%s_%d_%d_%s" % [ name, output_index, variant_index, t.field ]
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@ -18,6 +18,9 @@ static func generate_shader(src_code):
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file.open("res://addons/material_maker/common.shader", File.READ)
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file.open("res://addons/material_maker/common.shader", File.READ)
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code += file.get_as_text()
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code += file.get_as_text()
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code += "\n"
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code += "\n"
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if src_code.has("textures"):
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for t in src_code.textures.keys():
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code += "uniform sampler2D "+t+";\n"
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if src_code.has("globals"):
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if src_code.has("globals"):
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for g in src_code.globals:
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for g in src_code.globals:
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code += g
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code += g
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@ -84,7 +87,7 @@ func render_shader(shader, textures, render_size):
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shader_material.shader.code = shader
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shader_material.shader.code = shader
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if textures != null:
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if textures != null:
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for k in textures.keys():
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for k in textures.keys():
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shader_material.set_shader_param(k+"_tex", textures[k])
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shader_material.set_shader_param(k, textures[k])
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render_target_update_mode = Viewport.UPDATE_ONCE
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render_target_update_mode = Viewport.UPDATE_ONCE
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update_worlds()
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update_worlds()
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yield(get_tree(), "idle_frame")
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yield(get_tree(), "idle_frame")
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@ -1 +1 @@
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{"global":"","inputs":[{"default":"0.0","label":"Input","name":"input","type":"f"}],"instance":"","name":"Colorize","outputs":[{"rgba":"$gradient($input($uv))"}],"parameters":[{"default":{"points":[{"a":1,"b":0,"g":0,"pos":0,"r":0},{"a":1,"b":1,"g":1,"pos":1,"r":1}],"type":"Gradient"},"label":"","name":"gradient","type":"gradient"}]}
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{"global":"","inputs":[{"default":"$uv.x","label":"Input","name":"input","type":"f"}],"instance":"","name":"Colorize","outputs":[{"rgba":"$gradient($input($uv))"}],"parameters":[{"default":{"points":[{"a":1,"b":0,"g":0,"pos":0,"r":0},{"a":1,"b":1,"g":1,"pos":1,"r":1}],"type":"Gradient"},"label":"","name":"gradient","type":"gradient"}]}
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@ -86,13 +86,11 @@ func update_node(data):
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if data.has("instance") and data.instance.find("$(seed)"):
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if data.has("instance") and data.instance.find("$(seed)"):
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uses_seed = true
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uses_seed = true
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# Parameters
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# Parameters
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print("Parameters")
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controls = []
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controls = []
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var sizer = null
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var sizer = null
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for p in generator.get_parameter_defs():
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for p in generator.get_parameter_defs():
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if !p.has("name") or !p.has("type"):
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if !p.has("name") or !p.has("type"):
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continue
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continue
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print(p.name)
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var control = null
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var control = null
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if p.type == "float":
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if p.type == "float":
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if p.has("widget") and p.widget == "spinbox":
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if p.has("widget") and p.widget == "spinbox":
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@ -141,35 +139,39 @@ func update_node(data):
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control.size_flags_horizontal = SIZE_EXPAND | SIZE_FILL
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control.size_flags_horizontal = SIZE_EXPAND | SIZE_FILL
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sizer.add_child(control)
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sizer.add_child(control)
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initialize_properties()
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initialize_properties()
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if data.has("inputs") and typeof(data.inputs) == TYPE_ARRAY:
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# Inputs
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for i in range(data.inputs.size()):
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var inputs = generator.get_input_defs()
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var input = data.inputs[i]
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for i in range(inputs.size()):
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var enable_left = false
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var input = inputs[i]
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var color_left = Color(0.5, 0.5, 0.5)
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print(input)
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if typeof(input) == TYPE_DICTIONARY:
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var enable_left = false
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if input.type == "rgb":
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var color_left = Color(0.5, 0.5, 0.5)
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enable_left = true
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if typeof(input) == TYPE_DICTIONARY:
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color_left = Color(0.5, 0.5, 1.0)
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if input.type == "rgb":
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elif input.type == "rgba":
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enable_left = true
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enable_left = true
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color_left = Color(0.5, 0.5, 1.0)
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color_left = Color(0.0, 0.5, 0.0, 0.5)
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elif input.type == "rgba":
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else:
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enable_left = true
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enable_left = true
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color_left = Color(0.0, 0.5, 0.0, 0.5)
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set_slot(i, enable_left, 0, color_left, false, 0, Color())
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else:
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if data.has("outputs") and typeof(data.outputs) == TYPE_ARRAY:
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enable_left = true
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for i in range(data.outputs.size()):
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set_slot(i, enable_left, 0, color_left, false, 0, Color())
|
||||||
var output = data.outputs[i]
|
# Outputs
|
||||||
var enable_right = false
|
var outputs = generator.get_output_defs()
|
||||||
var color_right = Color(0.5, 0.5, 0.5)
|
for i in range(outputs.size()):
|
||||||
if typeof(output) == TYPE_DICTIONARY:
|
var output = outputs[i]
|
||||||
if output.has("rgb"):
|
print(output)
|
||||||
enable_right = true
|
var enable_right = false
|
||||||
color_right = Color(0.5, 0.5, 1.0)
|
var color_right = Color(0.5, 0.5, 0.5)
|
||||||
elif output.has("rgba"):
|
if typeof(output) == TYPE_DICTIONARY:
|
||||||
enable_right = true
|
if output.has("rgb"):
|
||||||
color_right = Color(0.0, 0.5, 0.0, 0.5)
|
enable_right = true
|
||||||
elif output.has("f"):
|
color_right = Color(0.5, 0.5, 1.0)
|
||||||
enable_right = true
|
elif output.has("rgba"):
|
||||||
set_slot(i, is_slot_enabled_left(i), get_slot_type_left(i), get_slot_color_left(i), enable_right, 0, color_right)
|
enable_right = true
|
||||||
|
color_right = Color(0.0, 0.5, 0.0, 0.5)
|
||||||
|
elif output.has("f"):
|
||||||
|
enable_right = true
|
||||||
|
set_slot(i, is_slot_enabled_left(i), get_slot_type_left(i), get_slot_color_left(i), enable_right, 0, color_right)
|
||||||
if custom_node_buttons != null:
|
if custom_node_buttons != null:
|
||||||
move_child(custom_node_buttons, get_child_count()-1)
|
move_child(custom_node_buttons, get_child_count()-1)
|
||||||
|
Loading…
Reference in New Issue
Block a user