mirror of
https://github.com/Relintai/material-maker.git
synced 2024-11-13 06:27:18 +01:00
18015aec93
* Added a "constant wave" in the pattern node * Updated graphEdit to detect and forbid loops * Modified code that renders to texture to update a texture instead of returning one (so we avoid updating everything and rely on everything being updated automatically wrt textures) * base library is loaded from filesystem (instead of package) if available
89 lines
2.7 KiB
GDScript
89 lines
2.7 KiB
GDScript
tool
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extends "res://addons/procedural_material/node_base.gd"
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var sigma = 1.0
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var epsilon = 0.005
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var input_shader = ""
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var input_texture
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var mid_texture
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var final_texture
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func _ready():
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input_texture = ImageTexture.new()
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mid_texture = ImageTexture.new()
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final_texture = ImageTexture.new()
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initialize_properties([ $HBoxContainer1/epsilon, $HBoxContainer2/sigma ])
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func get_gaussian_blur_shader(v):
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var shader_code
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var kernel_size = 10
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var kernel = []
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kernel.resize(2*kernel_size+1)
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shader_code = "shader_type canvas_item;\n"
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shader_code += "uniform sampler2D input_tex;\n"
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shader_code += "void fragment() {\n"
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shader_code += "vec3 color = vec3(0.0);"
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var sum = 0
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for x in range(-kernel_size, kernel_size+1):
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var coef = exp(-0.5*(pow((x)/sigma, 2.0))) / (2.0*PI*sigma*sigma)
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kernel[x+kernel_size] = coef
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sum += coef
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for x in range(-kernel_size, kernel_size+1):
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shader_code += "color += %.9f*textureLod(input_tex, UV+vec2(%.9f, %.9f), %.9f).rgb;\n" % [ kernel[x+kernel_size] / sum, x*v.x, x*v.y, epsilon ]
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shader_code += "COLOR = vec4(color, 1.0);\n"
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shader_code += "}\n"
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return shader_code;
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func _rerender():
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get_parent().precalculate_shader(input_shader, get_source().get_textures(), 4096, input_texture, self, "pass_1", [])
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func pass_1():
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get_parent().precalculate_shader(get_gaussian_blur_shader(Vector2(epsilon, 0)), { input=input_texture}, 4096, mid_texture, self, "pass_2", [])
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func pass_2():
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get_parent().precalculate_shader(get_gaussian_blur_shader(Vector2(0, epsilon)), { input=mid_texture}, 4096, final_texture, self, "rerender_targets", [])
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func get_textures():
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var list = {}
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list[name] = final_texture
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return list
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func _get_shader_code(uv):
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var rv = { defs="", code="" }
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var src = get_source()
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if src == null:
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return rv
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input_shader = do_generate_shader(src.get_shader_code("UV"))
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_rerender()
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if generated_variants.empty():
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rv.defs = "uniform sampler2D "+name+"_tex;\n"
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var variant_index = generated_variants.find(uv)
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if variant_index == -1:
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variant_index = generated_variants.size()
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generated_variants.append(uv)
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rv.code = "vec3 "+name+"_"+str(variant_index)+"_rgb = texture("+name+"_tex, "+uv+").rgb;\n"
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rv.rgb = name+"_"+str(variant_index)+"_rgb"
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return rv
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func __get_shader_code(uv):
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var convolution = {
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kernel=[
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0, 0, 0, 0, 0,
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0, 0, 0, 0, 0,
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0, 0, 0, 0, 0,
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0, 0, 0, 0, 0,
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0, 0, 0, 0, 0
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],
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epsilon=epsilon
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}
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var sum = 0
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for x in range(-2, 3):
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for y in range(-2, 3):
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var coef = exp(-0.5*(pow((x-2)/sigma, 2.0) + pow((y-2)/sigma, 2.0))) / (2.0*PI*sigma*sigma)
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convolution.kernel[x+2+5*(y+2)] = coef
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sum += coef
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for i in range(25):
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convolution.kernel[i] /= sum
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return get_shader_code_convolution(convolution, uv)
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