Added support for shader materials and added a tesselated sphere in preview shapes

This commit is contained in:
Rodolphe Suescun 2019-11-02 22:58:29 +01:00
parent 3bd0cf228a
commit f136046082
2 changed files with 161 additions and 57 deletions

View File

@ -2,8 +2,6 @@ tool
extends MMGenBase
class_name MMGenMaterial
var texture_list
var material : SpatialMaterial
var generated_textures = {}
@ -25,8 +23,7 @@ const TEXTURE_SIZE_MAX = 12 # 4096x4096
const TEXTURE_SIZE_DEFAULT = 10 # 1024x1024
func _ready() -> void:
texture_list = TEXTURE_LIST
for t in texture_list:
for t in TEXTURE_LIST:
generated_textures[t.texture] = null
material = SpatialMaterial.new()
@ -82,12 +79,19 @@ func set_parameter(p, v) -> void:
update_preview()
func source_changed(input_index : int) -> void:
for t in TEXTURE_LIST:
if t.has("port") and t.port == input_index:
generated_textures[t.texture] = null
elif t.has("ports") and t.ports.has(input_index):
generated_textures[t.texture] = null
update_preview()
func render_textures(renderer : MMGenRenderer) -> void:
for t in texture_list:
for t in TEXTURE_LIST:
var texture = null
if t.has("port"):
if generated_textures[t.texture] != null:
continue
var source = get_source(t.port)
if source != null:
var result = source.generator.render(source.output_index, renderer, get_image_size())
@ -152,55 +156,71 @@ func get_generated_texture(slot, file_prefix = null) -> ImageTexture:
func update_spatial_material(m, file_prefix = null) -> void:
var texture
# Make the material double-sided for better visiblity in the preview
m.params_cull_mode = SpatialMaterial.CULL_DISABLED
m.albedo_color = parameters.albedo_color
m.albedo_texture = get_generated_texture("albedo", file_prefix)
m.metallic = parameters.metallic
m.roughness = parameters.roughness
# Metallic
texture = get_generated_texture("orm", file_prefix)
m.metallic_texture = texture
m.metallic_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_BLUE
# Roughness
m.roughness_texture = texture
m.roughness_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_GREEN
# Emission
texture = get_generated_texture("emission", file_prefix)
if texture != null:
m.emission_enabled = true
m.emission_energy = parameters.emission_energy
m.emission_texture = texture
if m is SpatialMaterial:
# Make the material double-sided for better visiblity in the preview
m.params_cull_mode = SpatialMaterial.CULL_DISABLED
m.albedo_color = parameters.albedo_color
m.albedo_texture = get_generated_texture("albedo", file_prefix)
m.metallic = parameters.metallic
m.roughness = parameters.roughness
# Metallic
texture = get_generated_texture("orm", file_prefix)
m.metallic_texture = texture
m.metallic_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_BLUE
# Roughness
m.roughness_texture = texture
m.roughness_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_GREEN
# Emission
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
# Normal map
texture = get_generated_texture("normal_texture", file_prefix)
if texture != null:
m.normal_enabled = true
m.normal_texture = texture
else:
m.normal_enabled = false
# Ambient occlusion
if get_source(5) != null:
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_RED
else:
m.ao_enabled = false
# Depth
texture = get_generated_texture("depth_texture", file_prefix)
if texture != null:
m.depth_enabled = true
m.depth_deep_parallax = true
m.depth_scale = parameters.depth_scale * 0.2
m.depth_texture = texture
else:
m.depth_enabled = false
else:
m.emission_enabled = false
# Normal map
texture = get_generated_texture("normal_texture", file_prefix)
if texture != null:
m.normal_enabled = true
m.normal_texture = texture
else:
m.normal_enabled = false
# Ambient occlusion
if get_source(5) != null:
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_RED
else:
m.ao_enabled = false
# Depth
texture = get_generated_texture("depth_texture", file_prefix)
if texture != null:
m.depth_enabled = true
m.depth_deep_parallax = true
m.depth_scale = parameters.depth_scale * 0.2
m.depth_texture = texture
else:
m.depth_enabled = false
m.set_shader_param("albedo", parameters.albedo_color)
m.set_shader_param("texture_albedo", get_generated_texture("albedo", file_prefix))
m.set_shader_param("metallic", parameters.metallic)
m.set_shader_param("roughness", parameters.roughness)
m.set_shader_param("texture_metallic", get_generated_texture("orm", file_prefix))
m.set_shader_param("metallic_texture_channel", PoolRealArray([0.0, 0.0, 1.0, 0.0]))
m.set_shader_param("texture_roughness", get_generated_texture("orm", file_prefix))
m.set_shader_param("roughness_texture_channel", PoolRealArray([0.0, 1.0, 0.0, 0.0]))
m.set_shader_param("emission_energy", parameters.emission_energy)
m.set_shader_param("texture_emission", get_generated_texture("emission", file_prefix))
m.set_shader_param("normal_scale", parameters.normal_scale)
m.set_shader_param("texture_normal", get_generated_texture("normal_texture", file_prefix))
m.set_shader_param("depth_scale", parameters.depth_scale * 0.2)
m.set_shader_param("texture_depth", get_generated_texture("depth_texture", file_prefix))
func export_textures(prefix, editor_interface = null) -> SpatialMaterial:
for t in texture_list:
for t in TEXTURE_LIST:
var texture = generated_textures[t.texture]
if texture != null:
var image = texture.get_data()

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=13 format=2]
[gd_scene load_steps=17 format=2]
[ext_resource path="res://rodz_labs_logo.png" type="Texture" id=1]
@ -17,6 +17,8 @@ uv1_scale = Vector3( 2, 2, 2 )
[sub_resource type="SphereMesh" id=5]
radius = 1.5
height = 3.0
radial_segments = 512
rings = 256
[sub_resource type="SpatialMaterial" id=6]
albedo_texture = ExtResource( 1 )
@ -26,23 +28,95 @@ albedo_texture = ExtResource( 1 )
uv1_scale = Vector3( 2, 2, 2 )
uv1_offset = Vector3( 0, 0.5, 0 )
[sub_resource type="PlaneMesh" id=8]
size = Vector2( 3, 3 )
[sub_resource type="PrismMesh" id=8]
[sub_resource type="SpatialMaterial" id=9]
albedo_texture = ExtResource( 1 )
uv1_scale = Vector3( 3, 2, 2 )
[sub_resource type="PlaneMesh" id=10]
size = Vector2( 12, 12 )
size = Vector2( 3, 3 )
[sub_resource type="SpatialMaterial" id=11]
albedo_texture = ExtResource( 1 )
[sub_resource type="PlaneMesh" id=12]
size = Vector2( 12, 12 )
[sub_resource type="SpatialMaterial" id=13]
albedo_texture = ExtResource( 1 )
uv1_scale = Vector3( 4, 4, 4 )
[sub_resource type="Shader" id=14]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx,skip_vertex_transform;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
uniform float specular;
uniform float metallic;
uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128);
uniform sampler2D texture_metallic : hint_white;
uniform vec4 metallic_texture_channel;
uniform sampler2D texture_roughness : hint_white;
uniform vec4 roughness_texture_channel;
uniform sampler2D texture_emission : hint_black_albedo;
uniform vec4 emission : hint_color;
uniform float emission_energy;
uniform sampler2D texture_normal : hint_normal;
uniform float normal_scale : hint_range(-16,16);
uniform sampler2D texture_depth : hint_white;
uniform float depth_scale : hint_range(0,1);
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX+NORMAL*depth_scale*(1.0-texture(texture_depth, UV).r), 1.0)).xyz;
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
ALBEDO = albedo.rgb * albedo_tex.rgb;
float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);
METALLIC = metallic_tex * metallic;
float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
SPECULAR = specular;
NORMALMAP = texture(texture_normal,base_uv).rgb;
NORMALMAP_DEPTH = normal_scale;
vec3 emission_tex = texture(texture_emission,base_uv).rgb;
EMISSION = (emission.rgb+emission_tex)*emission_energy;
}
"
[sub_resource type="ShaderMaterial" id=15]
shader = SubResource( 14 )
shader_param/albedo = Color( 1, 1, 1, 1 )
shader_param/specular = 0.5
shader_param/metallic = 0.0
shader_param/roughness = 1.0
shader_param/point_size = 1.0
shader_param/metallic_texture_channel = Plane( 1, 0, 0, 0 )
shader_param/roughness_texture_channel = Plane( 1, 0, 0, 0 )
shader_param/emission = Color( 0, 0, 0, 1 )
shader_param/emission_energy = 1.0
shader_param/normal_scale = 1.0
shader_param/depth_scale = null
shader_param/uv1_scale = Vector3( 1, 1, 1 )
shader_param/uv1_offset = Vector3( 0, 0, 0 )
shader_param/uv2_scale = Vector3( 1, 1, 1 )
shader_param/uv2_offset = Vector3( 0, 0, 0 )
shader_param/texture_albedo = ExtResource( 1 )
[node name="Objects" type="Spatial"]
transform = Transform( -0.685898, 0, 0.727691, 0, 1, 0, -0.727691, 0, -0.685898, 0, 0, 0 )
[node name="Cube" type="MeshInstance" parent="."]
visible = false
mesh = SubResource( 1 )
material/0 = SubResource( 2 )
@ -61,12 +135,22 @@ visible = false
mesh = SubResource( 5 )
material/0 = SubResource( 7 )
[node name="Quad" type="MeshInstance" parent="."]
[node name="Prism" type="MeshInstance" parent="."]
visible = false
mesh = SubResource( 8 )
material/0 = SubResource( 9 )
[node name="Plane" type="MeshInstance" parent="."]
[node name="Quad" type="MeshInstance" parent="."]
visible = false
mesh = SubResource( 10 )
material/0 = SubResource( 11 )
[node name="Plane" type="MeshInstance" parent="."]
visible = false
mesh = SubResource( 12 )
material/0 = SubResource( 13 )
[node name="SphereTess" type="MeshInstance" parent="."]
visible = false
mesh = SubResource( 5 )
material/0 = SubResource( 15 )