tool extends Node class_name MMGenBase """ Base class for texture generators, that defines their API """ signal parameter_changed class InputPort: var generator : MMGenBase = null var input_index : int = 0 func _init(g : MMGenBase, i : int) -> void: generator = g input_index = i func to_str() -> String: return generator.name+".in("+str(input_index)+")" class OutputPort: var generator : MMGenBase = null var output_index : int = 0 func _init(g : MMGenBase, o : int) -> void: generator = g output_index = o func to_str() -> String: return generator.name+".out("+str(output_index)+")" var position : Vector2 = Vector2(0, 0) var model = null var parameters = {} var seed_locked : bool = false var seed_value : int = 0 func _ready() -> void: init_parameters() func _post_load() -> void: pass func can_be_deleted() -> bool: return true func toggle_editable() -> bool: return false func is_editable() -> bool: return false func has_randomness() -> bool: return false func get_seed() -> int: if !seed_locked: var s : int = ((int(position.x) * 0x1f1f1f1f) ^ int(position.y)) % 65536 if get_parent().get("transmits_seed") != null and get_parent().transmits_seed: s += get_parent().get_seed() return s else: return seed_value func toggle_lock_seed() -> bool: if !seed_locked: seed_value = get_seed() seed_locked = !seed_locked return seed_locked func is_seed_locked() -> bool: return seed_locked func init_parameters() -> void: for p in get_parameter_defs(): if !parameters.has(p.name): if p.has("default"): parameters[p.name] = MMType.deserialize_value(p.default) if p.type == "size": parameters[p.name] -= p.first else: print("No default value for parameter "+p.name) func set_position(p) -> void: position = p if has_randomness() and !is_seed_locked(): for i in range(get_output_defs().size()): notify_output_change(i) func get_type() -> String: return "generic" func get_type_name() -> String: return "Unnamed" func get_parameter_defs() -> Array: return [] func get_parameter_def(param_name : String) -> Dictionary: var parameter_defs = get_parameter_defs() for p in parameter_defs: if p.name == param_name: return p return {} func set_parameter(n : String, v) -> void: parameters[n] = v source_changed(0) emit_signal("parameter_changed", n, v) func notify_output_change(output_index : int) -> void: var targets = get_targets(output_index) for target in targets: target.generator.source_changed(target.input_index) func source_changed(__) -> void: emit_signal("parameter_changed", "__input_changed__", 0) for i in range(get_output_defs().size()): notify_output_change(i) func get_input_defs() -> Array: return [] func get_output_defs() -> Array: return [] func get_source(input_index : int) -> OutputPort: return get_parent().get_port_source(name, input_index) func get_targets(output_index : int) -> Array: var parent = get_parent() if parent != null: return get_parent().get_port_targets(name, output_index) return [] # get the list of outputs that depend on the input whose index is passed as parameter func follow_input(input_index : int) -> Array: var rv = [] for i in range(get_output_defs().size()): rv.push_back(OutputPort.new(self, i)) return rv func get_input_shader(input_index : int) -> Dictionary: var source = get_source(input_index) if source != null: return source.get_shader() return {} func get_shader(output_index : int, context) -> Dictionary: return get_shader_code("UV", output_index, context) func render(output_index : int, size : int): var context : MMGenContext = MMGenContext.new() var source = get_shader_code("UV", output_index, context) while source is GDScriptFunctionState: source = yield(source, "completed") if source.empty(): source = { defs="", code="", textures={}, rgba="vec4(0.0)" } var shader : String = mm_renderer.generate_shader(source) var result = mm_renderer.render_shader(shader, source.textures, size) while result is GDScriptFunctionState: result = yield(result, "completed") return result func get_shader_code(uv : String, output_index : int, context : MMGenContext) -> Dictionary: var rv = _get_shader_code(uv, output_index, context) while rv is GDScriptFunctionState: rv = yield(rv, "completed") if !rv.empty(): 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)" return rv func _get_shader_code(__, __, __) -> Dictionary: return {} func _serialize(data: Dictionary) -> Dictionary: print("cannot save "+name) return data func serialize() -> Dictionary: var rv = { name=name, type=get_type(), parameters={}, node_position={ x=position.x, y=position.y } } for p in parameters.keys(): rv.parameters[p] = MMType.serialize_value(parameters[p]) if seed_locked: rv.seed_value = seed_value if model != null: rv.type = model else: rv = _serialize(rv) return rv func _deserialize(data : Dictionary) -> void: pass func deserialize(data : Dictionary) -> void: _deserialize(data) if data.has("name"): name = data.name if data.has("node_position"): position.x = data.node_position.x position.y = data.node_position.y if data.has("parameters"): for p in data.parameters.keys(): set_parameter(p, MMType.deserialize_value(data.parameters[p])) else: for p in get_parameter_defs(): if data.has(p.name) and p.name != "type": set_parameter(p.name, MMType.deserialize_value(data[p.name])) if data.has("seed_value"): seed_locked = true seed_value = data.seed_value else: seed_locked = false _post_load()