tool extends Node class_name MMGenBase """ Base class for texture generators, that defines their API """ signal parameter_changed signal output_changed(index) 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_template() -> bool: return model != null 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() and is_inside_tree(): get_tree().call_group("preview", "on_float_parameter_changed", "seed_o%s" % [ str(get_instance_id()) ], get_seed()) 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 get_parameter(n : String): if parameters.has(n): return parameters[n] else: return get_parameter_def(n).default func set_parameter(n : String, v) -> void: parameters[n] = v emit_signal("parameter_changed", n, v) if is_inside_tree(): var parameter_def : Dictionary = get_parameter_def(n) if parameter_def.has("type") and parameter_def.type == "float": get_tree().call_group("preview", "on_float_parameter_changed", "p_o%s_%s" % [ str(get_instance_id()), n ], v) else: source_changed(0) 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) emit_signal("output_changed", output_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) static func generate_preview_shader(src_code, type, main_fct = "void fragment() { COLOR = preview_2d(UV); }") -> String: var code code = "shader_type canvas_item;\n" code += "render_mode blend_disabled;\n" code += "uniform float preview_size = 64;\n" var file = File.new() file.open("res://addons/material_maker/common.shader", File.READ) code += file.get_as_text() code += "\n" if src_code.has("textures"): for t in src_code.textures.keys(): code += "uniform sampler2D "+t+";\n" if src_code.has("globals"): for g in src_code.globals: code += g var shader_code = src_code.defs if src_code.has(type): var preview_code : String = mm_io_types.types[type].preview preview_code = preview_code.replace("$(code)", src_code.code) preview_code = preview_code.replace("$(value)", src_code[type]) shader_code += preview_code #print("GENERATED SHADER:\n"+shader_code) code += shader_code code += main_fct return code func render(output_index : int, size : int, preview : bool = false) -> Object: 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 if preview: var output_type = "rgba" var outputs = get_output_defs() if outputs.size() > output_index: output_type = outputs[output_index].type shader = generate_preview_shader(source, output_type) else: shader = 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.has("type") and mm_io_types.types.has(rv.type): if mm_io_types.types[rv.type].has("convert"): for c in mm_io_types.types[rv.type].convert: if !rv.has(c.type): var expr = c.expr.replace("$(value)", rv[rv.type]) rv[c.type] = expr else: print("Missing type for node ") print(rv) return rv func _get_shader_code(__, __, __) -> Dictionary: return {} func _serialize(data: Dictionary) -> Dictionary: print("cannot save "+name) return data func _serialize_data(data: Dictionary) -> Dictionary: return data func serialize() -> Dictionary: var rv = { name=name, type=get_type(), parameters={}, node_position={ x=position.x, y=position.y } } for p in get_parameter_defs(): if parameters.has(p.name): rv.parameters[p.name] = MMType.serialize_value(parameters[p.name]) elif p.has("default"): rv.parameters[p.name] = p.default if seed_locked: rv.seed_value = seed_value if model != null: rv.type = model else: rv = _serialize(rv) rv = _serialize_data(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()