mirror of
https://github.com/Relintai/material-maker.git
synced 2024-11-13 06:27:18 +01:00
123 lines
3.7 KiB
GDScript
123 lines
3.7 KiB
GDScript
tool
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extends MMGenBase
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class_name MMGenMaterial
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var texture_list
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var material
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var generated_textures = {}
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const TEXTURE_LIST = [
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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="ambient_occlusion" },
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{ port=6, texture="depth_map" }
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]
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const ADDON_TEXTURE_LIST = [
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{ port=0, texture="albedo" },
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{ port=3, texture="emission" },
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{ port=4, texture="normal_map" },
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{ ports=[1, 2, 5], default_values=["0.0", "1.0", "1.0"], texture="mrao" },
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{ port=6, texture="depth_map" }
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]
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func _ready():
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texture_list = TEXTURE_LIST
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if Engine.editor_hint:
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texture_list = ADDON_TEXTURE_LIST
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for t in texture_list:
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generated_textures[t.texture] = { shader=null, source=null, texture=null }
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material = SpatialMaterial.new()
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func generate_material():
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print("Generating material")
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print(get_source(0).get_shader())
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return material
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func initialize(data: Dictionary):
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if data.has("name"):
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name = data.name
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func get_generated_texture(slot, file_prefix = null):
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if file_prefix != null:
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var file_name = "%s_%s.png" % [ file_prefix, slot ]
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if File.new().file_exists(file_name):
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return load(file_name)
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else:
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return null
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else:
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return generated_textures[slot].texture
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func update_spatial_material(m, file_prefix = null):
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var texture
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m.albedo_color = parameters.albedo_color
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m.albedo_texture = get_generated_texture("albedo", file_prefix)
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m.metallic = parameters.metallic
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m.roughness = parameters.roughness
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if Engine.editor_hint:
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texture = get_generated_texture("mrao", file_prefix)
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m.metallic_texture = texture
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m.metallic_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_RED
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m.roughness_texture = texture
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m.roughness_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_GREEN
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else:
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m.metallic_texture = get_generated_texture("metallic", file_prefix)
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m.roughness_texture = get_generated_texture("roughness", file_prefix)
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texture = get_generated_texture("emission", file_prefix)
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if texture != null:
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m.emission_enabled = true
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m.emission_energy = parameters.emission_energy
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m.emission_texture = texture
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else:
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m.emission_enabled = false
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texture = get_generated_texture("normal_map", file_prefix)
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if texture != null:
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m.normal_enabled = true
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m.normal_texture = texture
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else:
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m.normal_enabled = false
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if Engine.editor_hint:
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if (generated_textures.mrao.mask & (1 << 2)) != 0:
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m.ao_enabled = true
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m.ao_light_affect = parameters.ao_light_affect
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m.ao_texture = m.metallic_texture
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m.ao_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_BLUE
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else:
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m.ao_enabled = false
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else:
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texture = get_generated_texture("ambient_occlusion", file_prefix)
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if texture != null:
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m.ao_enabled = true
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m.ao_light_affect = parameters.ao_light_affect
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m.ao_texture = texture
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else:
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m.ao_enabled = false
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texture = get_generated_texture("depth_map", file_prefix)
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if texture != null:
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m.depth_enabled = true
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m.depth_scale = parameters.depth_scale
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m.depth_texture = texture
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else:
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m.depth_enabled = false
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func export_textures(prefix, size = null):
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if size == null:
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size = int(pow(2, 8+parameters.resolution))
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for t in texture_list:
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var texture = generated_textures[t.texture].texture
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if texture != null:
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var image = texture.get_data()
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image.save_png("%s_%s.png" % [ prefix, t.texture ])
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if Engine.editor_hint:
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var resource_filesystem = get_parent().editor_interface.get_resource_filesystem()
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resource_filesystem.scan()
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yield(resource_filesystem, "filesystem_changed")
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var new_material = SpatialMaterial.new()
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update_spatial_material(new_material, prefix)
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ResourceSaver.save("%s.tres" % [ prefix ], new_material)
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resource_filesystem.scan()
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