material-maker/addons/material_maker/engine/gen_material.gd

178 lines
5.8 KiB
GDScript

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 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 }
]
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 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 status = source.generator.render(source.output_index, renderer, 1024)
while status is GDScriptFunctionState:
status = yield(status, "completed")
texture = ImageTexture.new()
texture.create_from_image(renderer.get_texture().get_data())
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 status = renderer.render_shader(shader, shader_textures, 1024)
while status is GDScriptFunctionState:
status = yield(status, "completed")
texture = ImageTexture.new()
texture.create_from_image(renderer.get_texture().get_data())
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:
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