Implemented lazy buffers update and started refactoring material node.

This commit is contained in:
RodZill4 2019-09-14 09:14:27 +02:00
parent d643cecebb
commit f2807f4eff
7 changed files with 63 additions and 12 deletions

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@ -6,6 +6,17 @@ class_name MMGenBase
Base class for texture generators, that defines their API Base class for texture generators, that defines their API
""" """
class InputPort:
var generator : MMGenBase = null
var input_index : int = 0
func _init(g : MMGenBase, i : int):
generator = g
input_index = i
func to_str():
return generator.name+".in("+str(input_index)+")"
class OutputPort: class OutputPort:
var generator : MMGenBase = null var generator : MMGenBase = null
var output_index : int = 0 var output_index : int = 0
@ -15,7 +26,7 @@ class OutputPort:
output_index = o output_index = o
func to_str(): func to_str():
return generator.name+"("+str(output_index)+")" return generator.name+".out("+str(output_index)+")"
var position : Vector2 = Vector2(0, 0) var position : Vector2 = Vector2(0, 0)
var model = null var model = null
@ -46,6 +57,13 @@ func get_parameter_defs():
func set_parameter(n : String, v): func set_parameter(n : String, v):
parameters[n] = v parameters[n] = v
source_changed(0)
func source_changed(input_index : int):
for i in range(get_output_defs().size()):
var target = get_target(i)
if target != null:
target.generator.source_changed(target.input_index)
func get_input_defs(): func get_input_defs():
return [] return []
@ -55,6 +73,9 @@ func get_output_defs():
func get_source(input_index : int): func get_source(input_index : int):
return get_parent().get_port_source(name, input_index) return get_parent().get_port_source(name, input_index)
func get_target(output_index : int):
return get_parent().get_port_target(name, output_index)
func get_input_shader(input_index : int): func get_input_shader(input_index : int):
var source = get_source(input_index) var source = get_source(input_index)

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@ -7,6 +7,8 @@ Texture generator buffers, that render their input in a specific resolution and
This is useful when using generators that sample their inputs several times (such as convolutions) This is useful when using generators that sample their inputs several times (such as convolutions)
""" """
var updated : bool = false
func _ready(): func _ready():
if !parameters.has("size"): if !parameters.has("size"):
parameters.size = 4 parameters.size = 4
@ -26,9 +28,12 @@ func get_input_defs():
func get_output_defs(): func get_output_defs():
return [ { type="rgba" } ] return [ { type="rgba" } ]
func source_changed(input_port_index):
updated = false
func _get_shader_code(uv : String, output_index : int, context : MMGenContext): func _get_shader_code(uv : String, output_index : int, context : MMGenContext):
var source = get_source(0) var source = get_source(0)
if source != null: if source != null and !updated:
var status = source.generator.render(source.output_index, context.renderer, pow(2, 4+parameters.size)) var status = source.generator.render(source.output_index, context.renderer, pow(2, 4+parameters.size))
while status is GDScriptFunctionState: while status is GDScriptFunctionState:
status = yield(status, "completed") status = yield(status, "completed")
@ -36,6 +41,7 @@ func _get_shader_code(uv : String, output_index : int, context : MMGenContext):
var image : Image = context.renderer.get_texture().get_data() var image : Image = context.renderer.get_texture().get_data()
texture.create_from_image(image) texture.create_from_image(image)
texture.flags = 0 texture.flags = 0
updated = true
var rv = ._get_shader_code(uv, output_index, context) var rv = ._get_shader_code(uv, output_index, context)
while rv is GDScriptFunctionState: while rv is GDScriptFunctionState:
rv = yield(rv, "completed") rv = yield(rv, "completed")

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@ -12,7 +12,15 @@ func get_port_source(gen_name: String, input_index: int) -> OutputPort:
if c.to == gen_name and c.to_port == input_index: if c.to == gen_name and c.to_port == input_index:
var src_gen = get_node(c.from) var src_gen = get_node(c.from)
if src_gen != null: if src_gen != null:
return OutputPort.new(get_node(c.from), c.from_port) return OutputPort.new(src_gen, c.from_port)
return null
func get_port_target(gen_name: String, input_index: int) -> InputPort:
for c in connections:
if c.from == gen_name and c.from_port == input_index:
var tgt_gen = get_node(c.to)
if tgt_gen != null:
return InputPort.new(tgt_gen, c.to_port)
return null return null
func remove_generator(generator : MMGenBase): func remove_generator(generator : MMGenBase):

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@ -28,6 +28,22 @@ const ADDON_TEXTURE_LIST = [
func get_type(): func get_type():
return "material" return "material"
func get_parameter_defs():
return [
{ name="albedo_color", label="Albedo", type="color", default={ r=1.0, g=1.0, b=1.0, a=1.0} },
{ name="metallic", label="Metallic", type="float", min=0.0, max=1.0, default=1.0 },
{ name="roughness", label="Roughness", type="float", min=0.0, max=1.0, default=1.0 },
{ name="emission_energy", label="Emission", type="float", min=0.0, max=8.0, default=1.0 }
]
func get_input_defs():
return [
{ name="albedo_texture", label="", type="rgb" },
{ name="metallic_texture", label="", type="f" },
{ name="roughness_texture", label="", type="f" },
{ name="emission_texture", label="", type="rgb" }
]
func _ready(): func _ready():
texture_list = TEXTURE_LIST texture_list = TEXTURE_LIST
if Engine.editor_hint: if Engine.editor_hint:
@ -35,6 +51,7 @@ func _ready():
for t in texture_list: for t in texture_list:
generated_textures[t.texture] = null generated_textures[t.texture] = null
material = SpatialMaterial.new() material = SpatialMaterial.new()
model = material
func generate_material(renderer : MMGenRenderer): func generate_material(renderer : MMGenRenderer):
var source = get_source(0) var source = get_source(0)
@ -74,10 +91,10 @@ func get_generated_texture(slot, file_prefix = null):
func update_spatial_material(m, file_prefix = null): func update_spatial_material(m, file_prefix = null):
var texture var texture
m.albedo_color = Color(1, 1, 1)#parameters.albedo_color m.albedo_color = parameters.albedo_color
m.albedo_texture = get_generated_texture("albedo", file_prefix) m.albedo_texture = get_generated_texture("albedo", file_prefix)
m.metallic = 1#parameters.metallic m.metallic = parameters.metallic
m.roughness = 1#parameters.roughness m.roughness = parameters.roughness
if Engine.editor_hint: if Engine.editor_hint:
texture = get_generated_texture("mrao", file_prefix) texture = get_generated_texture("mrao", file_prefix)
m.metallic_texture = texture m.metallic_texture = texture
@ -90,7 +107,7 @@ func update_spatial_material(m, file_prefix = null):
texture = get_generated_texture("emission", file_prefix) texture = get_generated_texture("emission", file_prefix)
if texture != null: if texture != null:
m.emission_enabled = true m.emission_enabled = true
#m.emission_energy = parameters.emission_energy m.emission_energy = parameters.emission_energy
m.emission_texture = texture m.emission_texture = texture
else: else:
m.emission_enabled = false m.emission_enabled = false

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@ -64,7 +64,6 @@ func remove_node(node):
# Global operations on graph # Global operations on graph
func update_tab_title(): func update_tab_title():
print("update_tab_title")
if !get_parent().has_method("set_tab_title"): if !get_parent().has_method("set_tab_title"):
print("no set_tab_title method") print("no set_tab_title method")
return return

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@ -56,19 +56,19 @@ func update_shaders():
get_parent().send_changed_signal() get_parent().send_changed_signal()
func _on_text_changed(new_text, variable): func _on_text_changed(new_text, variable):
generator.parameters[variable] = float(new_text) generator.set_parameter(variable, float(new_text))
update_shaders() update_shaders()
func _on_value_changed(new_value, variable): func _on_value_changed(new_value, variable):
generator.parameters[variable] = new_value generator.set_parameter(variable, new_value)
update_shaders() update_shaders()
func _on_color_changed(new_color, variable): func _on_color_changed(new_color, variable):
generator.parameters[variable] = new_color generator.set_parameter(variable, new_color)
update_shaders() update_shaders()
func _on_gradient_changed(new_gradient, variable): func _on_gradient_changed(new_gradient, variable):
generator.parameters[variable] = new_gradient generator.set_parameter(variable, new_gradient)
update_shaders() update_shaders()
func update_node(): func update_node():