mirror of
https://github.com/Relintai/material-maker.git
synced 2024-11-13 06:27:18 +01:00
115 lines
2.7 KiB
GDScript
115 lines
2.7 KiB
GDScript
tool
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extends Node
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class_name MMGenBase
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"""
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Base class for texture generators, that defines their API
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"""
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class OutputPort:
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var generator : MMGenBase = null
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var output_index : int = 0
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func _init(g : MMGenBase, o : int):
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generator = g
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output_index = o
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func to_str():
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return generator.name+"("+str(output_index)+")"
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var position : Vector2 = Vector2(0, 0)
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var parameters = {}
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func _ready():
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init_parameters()
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func init_parameters():
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for p in get_parameter_defs():
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if !parameters.has(p.name):
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if p.has("default"):
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parameters[p.name] = MMType.deserialize_value(p.default)
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else:
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print("No default value for parameter "+p.name)
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func get_seed():
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return 0
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func get_type():
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return "generic"
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func get_type_name():
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return "Unnamed"
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func get_parameter_defs():
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return []
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func set_parameter(n : String, v):
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parameters[n] = v
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func get_input_defs():
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return []
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func get_output_defs():
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return []
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func get_source(input_index : int):
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return get_parent().get_port_source(name, input_index)
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func get_input_shader(input_index : int):
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var source = get_source(input_index)
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if source != null:
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return source.get_shader()
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func get_shader(output_index : int, context):
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return get_shader_code("UV", output_index, context);
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# this will need an output index for switch
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func get_globals():
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var list = []
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for i in range(10):
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var source = get_source(i)
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if source != null:
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var source_list = source.generator.get_globals()
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for g in source_list:
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if list.find(g) == -1:
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list.append(g)
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return list
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func render(output_index : int, renderer : MMGenRenderer, size : int):
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var context : MMGenContext = MMGenContext.new(renderer)
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var source = get_shader_code("UV", output_index, context)
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while source is GDScriptFunctionState:
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source = yield(source, "completed")
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if source == null:
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return false
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var shader : String = renderer.generate_shader(source)
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var status = renderer.render_shader(shader, source.textures, size)
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while status is GDScriptFunctionState:
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status = yield(status, "completed")
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return status
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func get_shader_code(uv : String, output_index : int, context : MMGenContext):
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var rv = _get_shader_code(uv, output_index, context)
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while rv is GDScriptFunctionState:
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rv = yield(rv, "completed")
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if rv != null:
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if !rv.has("f"):
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if rv.has("rgb"):
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rv.f = "(dot("+rv.rgb+", vec3(1.0))/3.0)"
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elif rv.has("rgba"):
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rv.f = "(dot("+rv.rgba+".rgb, vec3(1.0))/3.0)"
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else:
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rv.f = "0.0"
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if !rv.has("rgb"):
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if rv.has("rgba"):
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rv.rgb = rv.rgba+".rgb"
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else:
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rv.rgb = "vec3("+rv.f+")"
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if !rv.has("rgba"):
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rv.rgba = "vec4("+rv.rgb+", 1.0)"
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rv.globals = get_globals()
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return rv
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func _get_shader_code(uv : String, output_index : int, context : MMGenContext):
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return null
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