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

254 lines
8.4 KiB
GDScript

tool
extends MMGenBase
class_name MMGenShader
var shader_model : Dictionary = {}
var uses_seed = false
func get_type():
return "shader"
func get_type_name():
if shader_model.has("name"):
return shader_model.name
return .get_type_name()
func get_parameter_defs():
if shader_model == null or !shader_model.has("parameters"):
return []
else:
return shader_model.parameters
func get_input_defs():
if shader_model == null or !shader_model.has("inputs"):
return []
else:
return shader_model.inputs
func get_output_defs():
if shader_model == null or !shader_model.has("outputs"):
return []
else:
return shader_model.outputs
func set_shader_model(data: Dictionary):
shader_model = data
init_parameters()
if shader_model.has("outputs"):
for i in range(shader_model.outputs.size()):
var output = shader_model.outputs[i]
if output.has("rgba"):
shader_model.outputs[i].type = "rgba"
elif output.has("rgb"):
shader_model.outputs[i].type = "rgb"
else:
shader_model.outputs[i].type = "f"
func set_position(p):
.set_position(p)
if uses_seed:
source_changed(0)
func get_seed():
var s = ((int(position.x) * 0x1f1f1f1f) ^ int(position.y)) % 65536
return s
func find_keyword_call(string, keyword):
var search_string = "$%s(" % keyword
var position = string.find(search_string)
if position == -1:
return null
var parenthesis_level = 0
var parameter_begin = position+search_string.length()
var parameter_end = -1
for i in range(parameter_begin, string.length()):
if string[i] == '(':
parenthesis_level += 1
elif string[i] == ')':
if parenthesis_level == 0:
return string.substr(parameter_begin, i-parameter_begin)
parenthesis_level -= 1
return ""
func replace_input(string, context, input, type, src, default):
var required_globals = []
var required_defs = ""
var required_code = ""
var required_textures = {}
var new_pass_required = false
while true:
var uv = find_keyword_call(string, input)
if uv == null:
break
elif uv == "":
print("syntax error")
break
elif uv.find("$") != -1:
new_pass_required = true
break
var src_code
if src == null:
src_code = subst(default, context, "(%s)" % uv)
else:
src_code = src.generator.get_shader_code(uv, src.output_index, context)
while src_code is GDScriptFunctionState:
src_code = yield(src_code, "completed")
src_code.string = src_code[type]
# Add global definitions
for d in src_code.globals:
if required_globals.find(d) == -1:
required_globals.push_back(d)
# Add generated definitions
required_defs += src_code.defs
# Add generated code
required_code += src_code.code
required_textures = src_code.textures
string = string.replace("$%s(%s)" % [ input, uv ], src_code.string)
return { string=string, globals=required_globals, defs=required_defs, code=required_code, textures=required_textures, new_pass_required=new_pass_required }
func is_word_letter(l):
return "azertyuiopqsdfghjklmwxcvbnAZERTYUIOPQSDFGHJKLMWXCVBN1234567890_".find(l) != -1
func replace_variable(string, variable, value):
string = string.replace("$(%s)" % variable, value)
var keyword_size = variable.length()+1
var new_string = ""
while !string.empty():
var pos = string.find("$"+variable)
if pos == -1:
new_string += string
break
new_string += string.left(pos)
string = string.right(pos)
if string.empty() or !is_word_letter(string[0]):
new_string += value
else:
new_string += "$"+variable
string = string.right(keyword_size)
return new_string
func subst(string, context, uv = ""):
var genname = "o"+str(get_instance_id())
var required_globals = []
var required_defs = ""
var required_code = ""
var required_textures = {}
string = replace_variable(string, "name", genname)
var tmp_string = replace_variable(string, "seed", str(get_seed()))
if tmp_string != string:
string = tmp_string
uses_seed = true
if uv != "":
string = replace_variable(string, "uv", "("+uv+")")
if shader_model.has("parameters") and typeof(shader_model.parameters) == TYPE_ARRAY:
for p in shader_model.parameters:
if !p.has("name") or !p.has("type"):
continue
var value = parameters[p.name]
var value_string = null
if p.type == "float":
value_string = "%.9f" % value
elif p.type == "size":
value_string = "%.9f" % pow(2, value+p.first)
elif p.type == "enum":
value_string = p.values[value].value
elif p.type == "color":
value_string = "vec4(%.9f, %.9f, %.9f, %.9f)" % [ value.r, value.g, value.b, value.a ]
elif p.type == "gradient":
value_string = genname+"__"+p.name+"_gradient_fct"
elif p.type == "boolean":
value_string = "true" if value else "false"
else:
print("Cannot replace parameter of type "+p.type)
if value_string != null:
string = replace_variable(string, p.name, value_string)
if shader_model.has("inputs") and typeof(shader_model.inputs) == TYPE_ARRAY:
var cont = true
while cont:
var changed = false
var new_pass_required = false
for i in range(shader_model.inputs.size()):
var input = shader_model.inputs[i]
var source = get_source(i)
var result = replace_input(string, context, input.name, input.type, source, input.default)
while result is GDScriptFunctionState:
result = yield(result, "completed")
if string != result.string:
changed = true
if result.new_pass_required:
new_pass_required = true
string = result.string
# Add global definitions
for d in result.globals:
if required_globals.find(d) == -1:
required_globals.push_back(d)
# Add generated definitions
required_defs += result.defs
# Add generated code
required_code += result.code
for t in result.textures.keys():
required_textures[t] = result.textures[t]
cont = changed and new_pass_required
return { string=string, globals=required_globals, defs=required_defs, code=required_code, textures=required_textures }
func _get_shader_code(uv : String, output_index : int, context : MMGenContext):
uses_seed = false
var genname = "o"+str(get_instance_id())
var output_info = [ { field="rgba", type="vec4" }, { field="rgb", type="vec3" }, { field="f", type="float" } ]
var rv = { globals=[], defs="", code="", textures={} }
var variant_string = uv+","+str(output_index)
if shader_model != null and shader_model.has("outputs") and shader_model.outputs.size() > output_index:
var output = shader_model.outputs[output_index]
rv.defs = ""
if shader_model.has("instance") && !context.has_variant(self):
var subst_output = subst(shader_model.instance, context, uv)
while subst_output is GDScriptFunctionState:
subst_output = yield(subst_output, "completed")
rv.defs += subst_output.string
for t in subst_output.textures.keys():
rv.textures[t] = subst_output.textures[t]
for p in shader_model.parameters:
if p.type == "gradient":
var g = parameters[p.name]
if !(g is MMGradient):
g = MMGradient.new()
g.deserialize(parameters[p.name])
rv.defs += g.get_shader(genname+"__"+p.name+"_gradient_fct")
var variant_index = context.get_variant(self, variant_string)
if variant_index == -1:
variant_index = context.get_variant(self, variant_string)
for t in output_info:
if output.has(t.field):
var subst_output = subst(output[t.field], context, uv)
while subst_output is GDScriptFunctionState:
subst_output = yield(subst_output, "completed")
# Add global definitions
for d in subst_output.globals:
if rv.globals.find(d) == -1:
rv.globals.push_back(d)
# Add generated definitions
rv.defs += subst_output.defs
# Add generated code
rv.code += subst_output.code
rv.code += "%s %s_%d_%d_%s = %s;\n" % [ t.type, genname, output_index, variant_index, t.field, subst_output.string ]
for t in subst_output.textures.keys():
rv.textures[t] = subst_output.textures[t]
for t in output_info:
if output.has(t.field):
rv[t.field] = "%s_%d_%d_%s" % [ genname, output_index, variant_index, t.field ]
if shader_model.has("global") && rv.globals.find(shader_model.global) == -1:
rv.globals.push_back(shader_model.global)
return rv
func _serialize(data):
data.shader_model = shader_model
return data
func edit(node):
if shader_model != null:
var edit_window = load("res://addons/material_maker/widgets/node_editor/node_editor.tscn").instance()
node.get_parent().add_child(edit_window)
edit_window.set_model_data(shader_model)
edit_window.connect("node_changed", node, "update_generator")
edit_window.popup_centered()