extends ColorRect export(String, MULTILINE) var shader : String = "" var generator : MMGenBase = null func set_generator(g : MMGenBase, output : int = 0) -> void: var source = { defs="", code="", textures={}, type="f", f="1.0" } if is_instance_valid(g): generator = g var param_defs : Array = generator.get_parameter_defs() for c in get_children(): c.setup_control(generator, param_defs) var gen_output_defs = generator.get_output_defs() if ! gen_output_defs.empty(): var context : MMGenContext = MMGenContext.new() source = generator.get_shader_code("uv", output, context) while source is GDScriptFunctionState: source = yield(source, "completed") if source.empty(): source = { defs="", code="", textures={}, type="f", f="1.0" } else: g = null for c in get_children(): c.setup_control(generator, []) # Update shader material.shader.code = MMGenBase.generate_preview_shader(source, source.type, shader) # Get parameter values from the shader code var regex = RegEx.new() regex.compile("uniform\\s+(\\w+)\\s+([\\w_\\d]+)\\s*=\\s*([^;]+);") for p in regex.search_all(material.shader.code): material.set_shader_param(p.strings[2], float(p.strings[3])) # Set texture params if source.has("textures"): for k in source.textures.keys(): material.set_shader_param(k, source.textures[k]) func on_float_parameter_changed(n : String, v : float) -> void: for p in VisualServer.shader_get_param_list(material.shader.get_rid()): if p.name == n: material.set_shader_param(n, v) return func on_resized() -> void: material.set_shader_param("size", rect_size) set_generator(generator) func value_to_pos(value : Vector2) -> Vector2: return rect_size*0.5+value*min(rect_size.x, rect_size.y)/1.2 func value_to_offset(value : Vector2) -> Vector2: return value*min(rect_size.x, rect_size.y)/1.2 func pos_to_value(pos : Vector2) -> Vector2: return (pos - rect_size*0.5)*1.2/min(rect_size.x, rect_size.y)