tool extends MMGenBase class_name MMGenShader var shader_model : Dictionary = {} func get_type(): return "shader" func get_type_name(): if shader_model.has("name"): return shader_model.name return .get_type_name() func get_parameter_defs(): if shader_model == null or !shader_model.has("parameters"): return [] else: return shader_model.parameters func get_input_defs(): if shader_model == null or !shader_model.has("inputs"): return [] else: return shader_model.inputs func get_output_defs(): if shader_model == null or !shader_model.has("outputs"): return [] else: return shader_model.outputs func set_shader_model(data: Dictionary): shader_model = data init_parameters() func find_keyword_call(string, keyword): var search_string = "$%s(" % keyword var position = string.find(search_string) if position == -1: return null var parenthesis_level = 0 var parameter_begin = position+search_string.length() var parameter_end = -1 for i in range(parameter_begin, string.length()): if string[i] == '(': parenthesis_level += 1 elif string[i] == ')': if parenthesis_level == 0: return string.substr(parameter_begin, i-parameter_begin) parenthesis_level -= 1 return "" func replace_input(string, context, input, type, src, default): var required_defs = "" var required_code = "" var required_textures = {} while true: var uv = find_keyword_call(string, input) if uv == null: break elif uv == "": print("syntax error") break var src_code if src == null: src_code = subst(default, context, "(%s)" % uv) else: src_code = src.generator.get_shader_code(uv, src.output_index, context) while src_code is GDScriptFunctionState: src_code = yield(src_code, "completed") src_code.string = src_code[type] required_defs += src_code.defs required_code += src_code.code required_textures = src_code.textures string = string.replace("$%s(%s)" % [ input, uv ], src_code.string) return { string=string, defs=required_defs, code=required_code, textures=required_textures } 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, context, uv = ""): var required_defs = "" var required_code = "" var required_textures = {} string = replace_variable(string, "name", name) string = replace_variable(string, "seed", str(get_seed())) if uv != "": string = replace_variable(string, "uv", "("+uv+")") if shader_model.has("parameters") and typeof(shader_model.parameters) == TYPE_ARRAY: for p in shader_model.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 ] elif p.type == "gradient": value_string = name+"__"+p.name+"_gradient_fct" if value_string != null: string = replace_variable(string, p.name, value_string) if shader_model.has("inputs") and typeof(shader_model.inputs) == TYPE_ARRAY: for i in range(shader_model.inputs.size()): var input = shader_model.inputs[i] var source = get_source(i) var result = replace_input(string, context, input.name, input.type, source, input.default) while result is GDScriptFunctionState: result = yield(result, "completed") string = result.string required_defs += result.defs required_code += result.code for t in result.textures.keys(): required_textures[t] = result.textures[t] return { string=string, defs=required_defs, code=required_code, textures=required_textures } func _get_shader_code(uv : String, output_index : int, context : MMGenContext): var output_info = [ { field="rgba", type="vec4" }, { field="rgb", type="vec3" }, { field="f", type="float" } ] var rv = { defs="", code="", textures={} } var variant_string = uv+","+str(output_index) if shader_model != null and shader_model.has("outputs") and shader_model.outputs.size() > output_index: var output = shader_model.outputs[output_index] rv.defs = "" if shader_model.has("instance") && !context.has_variant(self): var subst_output = subst(shader_model.instance, context, uv) while subst_output is GDScriptFunctionState: subst_output = yield(subst_output, "completed") rv.defs += subst_output.string for t in subst_output.textures.keys(): rv.textures[t] = subst_output.textures[t] for p in shader_model.parameters: if p.type == "gradient": var g = parameters[p.name] if !(g is MMGradient): g = MMGradient.new() g.deserialize(parameters[p.name]) rv.defs += g.get_shader(name+"__"+p.name+"_gradient_fct") var variant_index = context.get_variant(self, variant_string) if variant_index == -1: variant_index = context.get_variant(self, variant_string) for t in output_info: if output.has(t.field): var subst_output = subst(output[t.field], context, uv) while subst_output is GDScriptFunctionState: subst_output = yield(subst_output, "completed") rv.defs += subst_output.defs rv.code += subst_output.code rv.code += "%s %s_%d_%d_%s = %s;\n" % [ t.type, name, output_index, variant_index, t.field, subst_output.string ] for t in subst_output.textures.keys(): rv.textures[t] = subst_output.textures[t] for t in output_info: if output.has(t.field): rv[t.field] = "%s_%d_%d_%s" % [ name, output_index, variant_index, t.field ] return rv func get_globals(): var list = .get_globals() if typeof(shader_model) == TYPE_DICTIONARY and shader_model.has("global") and list.find(shader_model.global) == -1: list.append(shader_model.global) return list func _serialize(data): data.shader_model = shader_model return data