mirror of
https://github.com/Relintai/material-maker.git
synced 2024-12-23 21:16:54 +01:00
4fc7c11a29
Also added a base class for all graph nodes, fixed issues with graph/remote interactions.
53 lines
1.4 KiB
GDScript
53 lines
1.4 KiB
GDScript
tool
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extends MMGenTexture
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class_name MMGenBuffer
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"""
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Texture generator buffers, that render their input in a specific resolution and provide the result as output.
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This is useful when using generators that sample their inputs several times (such as convolutions)
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"""
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var updated : bool = false
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func _ready() -> void:
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if !parameters.has("size"):
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parameters.size = 9
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func get_type() -> String:
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return "buffer"
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func get_type_name() -> String:
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return "Buffer"
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func get_parameter_defs() -> Array:
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return [ { name="size", type="size", first=4, last=12, default=4 } ]
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func get_input_defs() -> Array:
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return [ { name="in", type="rgba" } ]
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func get_output_defs() -> Array:
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return [ { type="rgba" } ]
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func source_changed(input_port_index : int):
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updated = false
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.source_changed(input_port_index)
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func _get_shader_code(uv : String, output_index : int, context : MMGenContext) -> Dictionary:
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var source = get_source(0)
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if source != null and !updated:
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var result = source.generator.render(source.output_index, context.renderer, pow(2, parameters.size))
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while result is GDScriptFunctionState:
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result = yield(result, "completed")
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result.copy_to_texture(texture)
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result.release()
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texture.flags = 0
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updated = true
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var rv = ._get_shader_code(uv, output_index, context)
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while rv is GDScriptFunctionState:
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rv = yield(rv, "completed")
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return rv
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func _serialize(data: Dictionary) -> Dictionary:
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data.type = "buffer"
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return data
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