tool extends MMGenTexture class_name MMGenBuffer """ Texture generator buffers, that render their input in a specific resolution and provide the result as output. This is useful when using generators that sample their inputs several times (such as convolutions) """ var updated : bool = false func _ready() -> void: if !parameters.has("size"): parameters.size = 9 func get_type() -> String: return "buffer" func get_type_name() -> String: return "Buffer" func get_parameter_defs() -> Array: return [ { name="size", type="size", first=4, last=12, default=4 }, { name="lod", type="float", min=0, max=10.0, step=0.01, default=0 } ] func get_input_defs() -> Array: return [ { name="in", type="rgba" } ] func get_output_defs() -> Array: return [ { type="rgba" }, { type="rgba" } ] func source_changed(input_port_index : int): updated = false .source_changed(input_port_index) func _get_shader_code(uv : String, output_index : int, context : MMGenContext) -> Dictionary: var source = get_source(0) if source != null and !updated: var result = source.generator.render(source.output_index, context.renderer, pow(2, parameters.size)) while result is GDScriptFunctionState: result = yield(result, "completed") result.copy_to_texture(texture) result.release() texture.flags = Texture.FLAG_MIPMAPS updated = true var rv = ._get_shader_code_lod(uv, output_index, context, 0 if output_index == 0 else parameters.lod) while rv is GDScriptFunctionState: rv = yield(rv, "completed") return rv func _serialize(data: Dictionary) -> Dictionary: data.type = "buffer" return data