tool extends MMGenBase class_name MMGenMaterial var material : SpatialMaterial var generated_textures = {} const TEXTURE_LIST = [ { port=0, texture="albedo" }, { port=3, texture="emission" }, { port=4, texture="normal" }, { ports=[5, 2, 1], default_values=["1.0", "1.0", "1.0"], texture="orm" }, { port=6, texture="depth" }, { port=7, texture="subsurf_scatter" } ] # The minimum allowed texture size as a power-of-two exponent const TEXTURE_SIZE_MIN = 4 # 16x16 # The maximum allowed texture size as a power-of-two exponent const TEXTURE_SIZE_MAX = 12 # 4096x4096 # The default texture size as a power-of-two exponent const TEXTURE_SIZE_DEFAULT = 10 # 1024x1024 func _ready() -> void: for t in TEXTURE_LIST: generated_textures[t.texture] = null material = SpatialMaterial.new() func can_be_deleted() -> bool: return false func get_type() -> String: return "material" func get_type_name() -> String: return "Material" func get_parameter_defs() -> Array: 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, step=0.05, default=1.0 }, { name="roughness", label="Roughness", type="float", min=0.0, max=1.0, step=0.05, default=1.0 }, { name="emission_energy", label="Emission", type="float", min=0.0, max=8.0, step=0.05, default=1.0 }, { name="normal_scale", label="Normal", type="float", min=0.0, max=8.0, step=0.05, default=1.0 }, { name="ao_light_affect", label="Ambient occlusion", type="float", min=0.0, max=1.0, step=0.05, default=1.0 }, { name="depth_scale", label="Depth", type="float", min=0.0, max=1.0, step=0.05, default=1.0 }, { name="subsurf_scatter_strength", label="Subsurf. Scatter.", type="float", min=0.0, max=1.0, step=0.05, default=0.0 }, { name="size", label="Size", type="size", first=TEXTURE_SIZE_MIN, last=TEXTURE_SIZE_MAX, default=TEXTURE_SIZE_DEFAULT } ] func get_input_defs() -> Array: 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" }, { name="normal_texture", label="", type="rgb" }, { name="ao_texture", label="", type="f" }, { name="depth_texture", label="", type="f" }, { name="subsurf_scatter_texture", label="", type="f" } ] func get_image_size() -> int: var rv : int if parameters.has("size"): rv = int(pow(2, parameters.size)) else: rv = int(pow(2, TEXTURE_SIZE_DEFAULT)) return rv func update_preview() -> void: var graph_edit = self while graph_edit is MMGenBase: graph_edit = graph_edit.get_parent() if graph_edit != null and graph_edit.has_method("send_changed_signal"): graph_edit.send_changed_signal() func set_parameter(p, v) -> void: .set_parameter(p, v) 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() -> void: 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, get_image_size()) while result is GDScriptFunctionState: result = yield(result, "completed") texture = ImageTexture.new() result.copy_to_texture(texture) result.release() # To work, this must be set after calling `copy_to_texture()` texture.flags |= ImageTexture.FLAG_ANISOTROPIC_FILTER # Disable filtering for small textures, as they're considered to be used # for a pixel art style if texture.get_size().x <= 128: texture.flags ^= ImageTexture.FLAG_FILTER elif t.has("ports"): var context : MMGenContext = MMGenContext.new() var code = [] var shader_textures = {} for i in range(t.ports.size()): var source = get_source(t.ports[i]) if source != null: var status = source.generator.get_shader_code("UV", source.output_index, context) while status is GDScriptFunctionState: status = yield(status, "completed") code.push_back(status) for t in status.textures.keys(): shader_textures[t] = status.textures[t] else: code.push_back({ defs="", code="", f=t.default_values[i] }) var shader : String = mm_renderer.generate_combined_shader(code[0], code[1], code[2]) var result = mm_renderer.render_shader(shader, shader_textures, get_image_size()) while result is GDScriptFunctionState: result = yield(result, "completed") texture = ImageTexture.new() result.copy_to_texture(texture) result.release() # To work, this must be set after calling `copy_to_texture()` texture.flags |= ImageTexture.FLAG_ANISOTROPIC_FILTER # Disable filtering for small textures, as they're considered to be used # for a pixel art style if texture.get_size().x <= 128: texture.flags ^= ImageTexture.FLAG_FILTER generated_textures[t.texture] = texture func update_materials(material_list) -> void: for m in material_list: update_spatial_material(m) func get_generated_texture(slot, file_prefix = null) -> ImageTexture: if file_prefix != null: var file_name = "%s_%s.png" % [ file_prefix, slot ] if File.new().file_exists(file_name): var texture = load(file_name) return texture else: return null else: return generated_textures[slot] func update_spatial_material(m, file_prefix = null) -> void: var texture if m is SpatialMaterial: # Make the material double-sided for better visiblity in the preview m.params_cull_mode = SpatialMaterial.CULL_DISABLED # Albedo 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", 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", 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 # Subsurface scattering texture = get_generated_texture("subsurf_scatter", file_prefix) if texture != null: m.subsurf_scatter_enabled = true m.subsurf_scatter_strength = parameters.subsurf_scatter_strength m.subsurf_scatter_texture = texture else: m.subsurf_scatter_enabled = false else: 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", file_prefix)) m.set_shader_param("depth_scale", parameters.depth_scale * 0.2) m.set_shader_param("texture_depth", get_generated_texture("depth", file_prefix)) func export_textures(prefix, editor_interface = null) -> SpatialMaterial: for t in TEXTURE_LIST: var texture = generated_textures[t.texture] if texture != null: var image = texture.get_data() image.save_png("%s_%s.png" % [ prefix, t.texture ]) if Engine.editor_hint and editor_interface != null: var resource_filesystem = editor_interface.get_resource_filesystem() resource_filesystem.scan() yield(resource_filesystem, "resources_reimported") print("resources_reimported") var new_material = SpatialMaterial.new() update_spatial_material(new_material, prefix) var file_name : String = "%s.tres" % [ prefix ] ResourceSaver.save(file_name, new_material) resource_filesystem.update_file(file_name) return new_material return null func _serialize(data: Dictionary) -> Dictionary: return data