mirror of
https://github.com/Relintai/material-maker.git
synced 2024-12-23 21:16:54 +01:00
18015aec93
* Added a "constant wave" in the pattern node * Updated graphEdit to detect and forbid loops * Modified code that renders to texture to update a texture instead of returning one (so we avoid updating everything and rely on everything being updated automatically wrt textures) * base library is loaded from filesystem (instead of package) if available
103 lines
3.4 KiB
GDScript
103 lines
3.4 KiB
GDScript
tool
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extends "res://addons/procedural_material/node_base.gd"
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var albedo_color
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var metallic
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var roughness
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var emission_energy
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var normal_scale
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var ao_light_affect
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var depth_scale
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var current_material_list = []
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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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func _ready():
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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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initialize_properties([ $Albedo/albedo_color, $Metallic/metallic, $Roughness/roughness, $Emission/emission_energy, $NormalMap/normal_scale, $AmbientOcclusion/ao_light_affect, $DepthMap/depth_scale ])
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func _rerender():
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var has_textures = false
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for t in TEXTURE_LIST:
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var shader = generated_textures[t.texture].shader
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if shader != null:
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var input_textures = null
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if generated_textures[t.texture].source != null:
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input_textures = generated_textures[t.texture].source.get_textures()
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get_parent().precalculate_shader(shader, input_textures, 1024, generated_textures[t.texture].texture, self, "do_update_materials", [ current_material_list ])
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has_textures = true
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if !has_textures:
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do_update_materials(current_material_list)
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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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return rv
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func update_materials(material_list):
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current_material_list = material_list
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var has_textures = false
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for t in TEXTURE_LIST:
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var source = get_source(t.port)
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if source == null:
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generated_textures[t.texture].shader = null
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generated_textures[t.texture].source = null
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if generated_textures[t.texture].texture != null:
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generated_textures[t.texture].texture = null
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else:
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generated_textures[t.texture].shader = source.generate_shader()
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generated_textures[t.texture].source = source
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if generated_textures[t.texture].texture == null:
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generated_textures[t.texture].texture = ImageTexture.new()
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_rerender()
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func do_update_materials(material_list):
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for m in material_list:
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if m is SpatialMaterial:
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m.albedo_color = albedo_color
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m.albedo_texture = generated_textures.albedo.texture
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m.metallic = metallic
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m.metallic_texture = generated_textures.metallic.texture
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m.roughness = roughness
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m.roughness_texture = generated_textures.roughness.texture
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if generated_textures.emission.texture != null:
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m.emission_enabled = true
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m.emission_energy = emission_energy
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m.emission_texture = generated_textures.emission.texture
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else:
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m.emission_enabled = false
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if generated_textures.normal_map.texture != null:
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m.normal_enabled = true
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m.normal_texture = generated_textures.normal_map.texture
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else:
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m.normal_enabled = false
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if generated_textures.ambient_occlusion.texture != null:
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m.ao_enabled = true
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m.ao_light_affect = ao_light_affect
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m.ao_texture = generated_textures.ambient_occlusion.texture
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else:
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m.ao_enabled = false
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if generated_textures.depth_map.texture != null:
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m.depth_enabled = true
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m.depth_scale = depth_scale
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m.depth_texture = generated_textures.depth_map.texture
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else:
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m.depth_enabled = false
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func export_textures(prefix):
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for t in TEXTURE_LIST:
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get_parent().export_texture(get_source(t.port), prefix+"_"+t.texture+".png", 1024)
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