mirror of
https://github.com/Relintai/material-maker.git
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279b0e0103
Now the material node is aimed at Godot's SpatialMaterial. Textures are generated and passed to the SpatialMaterial (and not generated as shaders anymore). Rendering textures requires a Timer (to wait for the viewport to be rendered). There has to be a better solution... Added a couple more examples.
83 lines
2.1 KiB
GDScript
83 lines
2.1 KiB
GDScript
tool
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extends "res://addons/procedural_material/node_base.gd"
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var texture_albedo = null
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var texture_metallic = null
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var texture_roughness = null
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var texture_emission = null
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var texture_normal_map = null
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var texture_depth_map = null
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var render_queue = [] # render queue for generated textures
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var material_list = [] # materials to be updatedwith generated textures
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func _ready():
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pass
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func _get_shader_code(uv):
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var rv = { defs="", code="", f="0.0" }
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var src = get_source()
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if src != null:
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rv = src.get_shader_code(uv)
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rv.albedo = get_source_rgb(rv)
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src = get_source(1)
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if src != null:
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var src_code = src.get_shader_code(uv)
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rv.defs += src_code.defs
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rv.code += src_code.code
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rv.normal_map = get_source_rgb(src_code)
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return rv
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func _get_state_variables():
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return [ ]
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func update_materials(ml):
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material_list = ml
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render_queue = [
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{ port= 0, texture= "albedo" },
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{ port= 1, texture= "metallic" },
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{ port= 2, texture= "roughness" },
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{ port= 3, texture= "emission" },
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{ port= 4, texture= "normal_map" },
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{ port= 5, texture= "depth_map" }
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]
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process_render_queue()
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func process_render_queue():
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while !render_queue.empty():
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var job = render_queue.pop_front()
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var source = get_source(job.port)
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if source != null:
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get_parent().precalculate_texture(source, 1024, self, "store_texture", [ job.texture ])
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return
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else:
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set("texture_"+job.texture, null)
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do_update_materials()
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func store_texture(texture_name, texture):
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set("texture_"+texture_name, texture)
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process_render_queue()
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func do_update_materials():
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for m in material_list:
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if m is SpatialMaterial:
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m.albedo_texture = texture_albedo
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m.metallic_texture = texture_metallic
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m.roughness_texture = texture_roughness
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if texture_emission != null:
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m.emission_enabled = true
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m.emission_texture = texture_emission
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else:
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m.emission_enabled = false
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if texture_normal_map != null:
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m.normal_enabled = true
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m.normal_texture = texture_normal_map
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else:
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m.normal_enabled = false
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if texture_depth_map != null:
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m.depth_enabled = true
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m.depth_texture = texture_depth_map
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else:
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m.depth_enabled = false
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