material-maker/addons/material_maker/engine/renderer.gd
RodZill4 4d90c20493 Bug fixes
* In Material node, ORM was not rendered when a channel depended on a texture
* Missing HSlider in generic node broke the Switch
2019-11-14 08:47:21 +01:00

120 lines
3.4 KiB
GDScript

tool
extends Viewport
class_name MMGenRenderer
export(String) var debug_path = ""
var debug_file_index : int = 0
var rendering : bool = false
signal done
func _ready() -> void:
$ColorRect.material = $ColorRect.material.duplicate(true)
static func generate_shader(src_code) -> String:
var code
code = "shader_type canvas_item;\n"
code += "render_mode blend_disabled;\n"
var file = File.new()
file.open("res://addons/material_maker/common.shader", File.READ)
code += file.get_as_text()
code += "\n"
if src_code.has("textures"):
for t in src_code.textures.keys():
code += "uniform sampler2D "+t+";\n"
if src_code.has("globals"):
for g in src_code.globals:
code += g
var shader_code = src_code.defs
shader_code += "\nvoid fragment() {\n"
shader_code += src_code.code
shader_code += "COLOR = "+src_code.rgba+";\n"
shader_code += "}\n"
#print("GENERATED SHADER:\n"+shader_code)
code += shader_code
return code
static func generate_combined_shader(red_code, green_code, blue_code) -> String:
var code
code = "shader_type canvas_item;\n"
code += "render_mode blend_disabled;\n"
var file = File.new()
file.open("res://addons/material_maker/common.shader", File.READ)
code += file.get_as_text()
code += "\n"
var globals = []
var textures = {}
for c in [ red_code, green_code, blue_code ]:
if c.has("textures"):
for t in c.textures.keys():
textures[t] = c.textures[t]
if c.has("globals"):
for g in c.globals:
if globals.find(g) == -1:
globals.push_back(g)
for t in textures.keys():
code += "uniform sampler2D "+t+";\n"
for g in globals:
code += g
var shader_code = ""
shader_code += red_code.defs
shader_code += green_code.defs
shader_code += blue_code.defs
shader_code += "void fragment() {\n"
shader_code += red_code.code
shader_code += green_code.code
shader_code += blue_code.code
shader_code += "COLOR = vec4("+red_code.f+", "+green_code.f+", "+blue_code.f+", 1.0);\n"
shader_code += "}\n"
#print("GENERATED COMBINED SHADER:\n"+shader_code)
code += shader_code
return code
func setup_material(shader_material, textures, shader_code) -> void:
for k in textures.keys():
shader_material.set_shader_param(k+"_tex", textures[k])
shader_material.shader.code = shader_code
func render_shader(shader, textures, render_size) -> Object:
if debug_path != null and debug_path != "":
var file_name = debug_path+str(debug_file_index)+".shader"
var f = File.new()
f.open(debug_path+str(debug_file_index)+".shader", File.WRITE)
f.store_string(shader)
f.close()
debug_file_index += 1
print("shader saved as "+file_name)
while rendering:
yield(self, "done")
rendering = true
size = Vector2(render_size, render_size)
$ColorRect.rect_position = Vector2(0, 0)
$ColorRect.rect_size = size
var shader_material = $ColorRect.material
shader_material.shader.code = shader
if textures != null:
for k in textures.keys():
shader_material.set_shader_param(k, textures[k])
render_target_update_mode = Viewport.UPDATE_ONCE
update_worlds()
yield(get_tree(), "idle_frame")
yield(get_tree(), "idle_frame")
return self
func copy_to_texture(t : ImageTexture) -> void:
var image : Image = get_texture().get_data()
if image != null:
image.lock()
t.create_from_image(get_texture().get_data())
image.unlock()
func save_to_file(fn : String) -> void:
var image : Image = get_texture().get_data()
image.lock()
image.save_png(fn)
image.unlock()
func release() -> void:
rendering = false
emit_signal("done")