tool extends MMGenBase class_name MMGenMaterial var texture_list var material : SpatialMaterial var generated_textures = {} const TEXTURE_LIST = [ { port=0, texture="albedo" }, { port=3, texture="emission" }, { port=4, texture="normal_texture" }, { ports=[5, 2, 1], default_values=["1.0", "1.0", "1.0"], texture="orm" }, { port=6, texture="depth_texture" } ] func _ready(): texture_list = TEXTURE_LIST for t in texture_list: generated_textures[t.texture] = null material = SpatialMaterial.new() func can_be_deleted() -> bool: return false func get_type(): return "material" func get_type_name(): return "Material" func get_parameter_defs(): 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="size", label="Size", type="size", first=7, last=11, default=9 } ] func get_input_defs(): 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" } ] func get_image_size(): var rv : int if parameters.has("size"): rv = int(pow(2, parameters.size+7)) else: rv = 512 return rv func update_preview(): var graph_edit = self while graph_edit is MMGenBase: graph_edit = graph_edit.get_parent() if graph_edit.has_method("send_changed_signal"): graph_edit.send_changed_signal() func set_parameter(p, v): .set_parameter(p, v) update_preview() func source_changed(input_index : int): update_preview() func render_textures(renderer : MMGenRenderer): for t in texture_list: var texture = null if t.has("port"): var source = get_source(t.port) if source != null: var result = source.generator.render(source.output_index, renderer, 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(renderer) 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] = code.textures[t] else: code.push_back({ defs="", code="", f=t.default_values[i] }) var shader : String = renderer.generate_combined_shader(code[0], code[1], code[2]) var result = 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): for m in material_list: update_spatial_material(m) func get_generated_texture(slot, file_prefix = null): if file_prefix != null: var file_name = "%s_%s.png" % [ file_prefix, slot ] if File.new().file_exists(file_name): return load(file_name) else: return null else: return generated_textures[slot] func update_spatial_material(m, file_prefix = null): var texture 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_texture", 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_texture", 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 func export_textures(prefix, editor_interface = null): 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, "filesystem_changed") var new_material = SpatialMaterial.new() update_spatial_material(new_material, prefix) ResourceSaver.save("%s.tres" % [ prefix ], new_material) resource_filesystem.scan() return new_material func _serialize(data): return data