mirror of
https://github.com/Relintai/material-maker.git
synced 2024-11-13 06:27:18 +01:00
ff191538f6
Moved handling of the "global" definitions of shaders into main shader generation code. Added group creation (does not create inputs yet, and remotes should be cleaned). updated all preview meshes (to fix problems with depth).
47 lines
1.3 KiB
GDScript
47 lines
1.3 KiB
GDScript
tool
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extends MMGenBase
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class_name MMGenSwitch
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"""
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Texture generator switch
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"""
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func get_type():
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return "switch"
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func get_type_name():
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return "Switch"
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func get_parameter_defs():
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return [ { name="outputs", label="Outputs", type="float", min=1, max=5, step=1, default=2 },
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{ name="choices", label="Choices", type="float", min=2, max=5, step=1, default=2 },
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{ name="source", label="Source", type="float", min=0, max=1, step=1, default=0 } ]
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func get_input_defs():
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var rv : Array = []
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for c in range(parameters.choices):
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for o in range(parameters.outputs):
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rv.push_back({ name=PoolByteArray([64+o]).get_string_from_ascii()+str(c), type="rgba" })
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return rv
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func get_output_defs():
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var rv : Array = []
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for o in range(parameters.outputs):
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rv.push_back({ name=PoolByteArray([64+o]).get_string_from_ascii(), type="rgba" })
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return rv
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func source_changed(input_index : int):
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notify_output_change(input_index % int(parameters.outputs))
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func _get_shader_code(uv : String, output_index : int, context : MMGenContext):
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var source = get_source(output_index+parameters.source*parameters.outputs)
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if source != null:
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var rv = source.generator._get_shader_code(uv, source.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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return { defs="", code="", textures={} }
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func _serialize(data):
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return data
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