material-maker/addons/material_maker/nodes/blur.gd
RodZill4 2621ff4b46 Improved integration in Godot
Exporting a material will now create a SpatialMaterial. The Material graph node
now generates different textures when used as a Godot addon (metallic, roughness
and ambient occlusion are merged into a single texture).

Rendering code (that was in graph_edit and node_base scenes) is now in a single "renderer scene" attached to the main window.
2018-09-04 21:45:14 +02:00

87 lines
2.9 KiB
GDScript

tool
extends "res://addons/material_maker/node_base.gd"
var size = 5
var direction = 0
var sigma = 1.0
var input_shader = ""
var saved_texture
const DIRECTION_H = 1
const DIRECTION_V = 2
const DIRECTIONS = [
{ name="Both", mask=DIRECTION_H|DIRECTION_V },
{ name="X", mask=DIRECTION_H },
{ name="Y", mask=DIRECTION_V }
]
func _ready():
# init size widget
$HBoxContainer1/size.clear()
for i in range(7):
$HBoxContainer1/size.add_item(str(int(pow(2, 5+i))), i)
$HBoxContainer1/size.selected = size
# init direction widget
$HBoxContainer2/direction.clear()
for d in DIRECTIONS:
$HBoxContainer2/direction.add_item(d.name)
$HBoxContainer2/direction.selected = direction
initialize_properties([ $HBoxContainer1/size, $HBoxContainer2/direction, $HBoxContainer3/sigma ])
saved_texture = ImageTexture.new()
func get_gaussian_blur_shader(horizontal):
var convolution = { x=0, y=0, kernel=[], epsilon=1.0/pow(2, 5+size) }
var kernel_size = 50
if horizontal:
convolution.x = kernel_size
else:
convolution.y = kernel_size
convolution.kernel.resize(2*kernel_size+1)
var sum = 0
for x in range(-kernel_size, kernel_size+1):
var coef = exp(-0.5*(pow((x)/sigma, 2.0))) / (2.0*PI*sigma*sigma)
convolution.kernel[x+kernel_size] = coef
sum += coef
for x in range(-kernel_size, kernel_size+1):
convolution.kernel[x+kernel_size] /= sum
return get_convolution_shader(convolution)
func _rerender():
if DIRECTIONS[direction].mask & DIRECTION_H != 0:
get_parent().renderer.precalculate_shader(input_shader, get_source().get_textures(), int(pow(2, 5+size)), saved_texture, self, "pass_1", [])
else:
get_parent().renderer.precalculate_shader(input_shader, get_source().get_textures(), int(pow(2, 5+size)), saved_texture, self, "pass_2", [])
func pass_1():
if DIRECTIONS[direction].mask & DIRECTION_V != 0:
get_parent().renderer.precalculate_shader(get_gaussian_blur_shader(true), { input=saved_texture }, int(pow(2, 5+size)), saved_texture, self, "pass_2", [])
else:
get_parent().renderer.precalculate_shader(get_gaussian_blur_shader(true), { input=saved_texture }, int(pow(2, 5+size)), saved_texture, self, "rerender_targets", [])
func pass_2():
get_parent().renderer.precalculate_shader(get_gaussian_blur_shader(false), { input=saved_texture }, int(pow(2, 5+size)), saved_texture, self, "rerender_targets", [])
func get_textures():
var list = {}
list[name] = saved_texture
return list
func _get_shader_code(uv):
var rv = { defs="", code="" }
var src = get_source()
if src == null:
return rv
input_shader = get_parent().renderer.generate_shader(src.get_shader_code("UV"))
_rerender()
if generated_variants.empty():
rv.defs = "uniform sampler2D "+name+"_tex;\n"
var variant_index = generated_variants.find(uv)
if variant_index == -1:
variant_index = generated_variants.size()
generated_variants.append(uv)
rv.code = "vec3 "+name+"_"+str(variant_index)+"_rgb = texture("+name+"_tex, "+uv+").rgb;\n"
rv.rgb = name+"_"+str(variant_index)+"_rgb"
return rv