mirror of
https://github.com/Relintai/material-maker.git
synced 2024-11-13 06:27:18 +01:00
199 lines
6.5 KiB
GDScript
199 lines
6.5 KiB
GDScript
tool
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extends Viewport
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class_name MMGenRenderer
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export(String) var debug_path = ""
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var debug_file_index : int = 0
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var rendering : bool = false
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signal done
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func _ready() -> void:
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$ColorRect.material = $ColorRect.material.duplicate(true)
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static func generate_shader(src_code) -> String:
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var code
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code = "shader_type canvas_item;\n"
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code += "render_mode blend_disabled;\n"
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var file = File.new()
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file.open("res://addons/material_maker/common.shader", File.READ)
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code += file.get_as_text()
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code += "\n"
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if src_code.has("textures"):
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for t in src_code.textures.keys():
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code += "uniform sampler2D "+t+";\n"
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if src_code.has("globals"):
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for g in src_code.globals:
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code += g
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var shader_code = src_code.defs
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shader_code += "\nvoid fragment() {\n"
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shader_code += "vec2 uv = UV;\n"
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shader_code += src_code.code
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if src_code.has("rgba"):
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shader_code += "COLOR = "+src_code.rgba+";\n"
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else:
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shader_code += "COLOR = vec4(1.0, 0.0, 0.0, 1.0);\n"
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shader_code += "}\n"
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#print("GENERATED SHADER:\n"+shader_code)
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code += shader_code
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return code
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static func generate_preview_shader(src_code) -> String:
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var code
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code = "shader_type canvas_item;\n"
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code += "render_mode blend_disabled;\n"
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code += "uniform float preview_size = 64;\n"
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var file = File.new()
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file.open("res://addons/material_maker/common.shader", File.READ)
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code += file.get_as_text()
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code += "\n"
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if src_code.has("textures"):
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for t in src_code.textures.keys():
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code += "uniform sampler2D "+t+";\n"
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if src_code.has("globals"):
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for g in src_code.globals:
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code += g
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var shader_code = src_code.defs
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if src_code.has("rgba"):
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shader_code += "\nvoid fragment() {\n"
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shader_code += "vec2 uv = UV;\n"
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shader_code += src_code.code
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shader_code += "COLOR = "+src_code.rgba+";\n"
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shader_code += "}\n"
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elif src_code.has("sdf2d"):
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shader_code += "\nvoid fragment() {\n"
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shader_code += "vec2 uv = UV;\n"
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shader_code += src_code.code
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shader_code += "float d = "+src_code.sdf2d+";\n"
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shader_code += "vec3 col = vec3(cos(d*min(256, preview_size)));\n"
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shader_code += "col *= clamp(1.0-d*d, 0.0, 1.0);\n"
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shader_code += "col *= vec3(1.0, vec2(step(-0.015, d)));\n"
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shader_code += "col *= vec3(vec2(step(d, 0.015)), 1.0);\n"
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shader_code += "COLOR = vec4(col, 1.0);\n"
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shader_code += "}\n"
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elif src_code.has("sdf3d"):
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shader_code += "\nfloat calcdist(vec3 uv) {\n"
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shader_code += src_code.code
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shader_code += "return min("+src_code.sdf3d+", uv.z);\n"
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shader_code += "}\n"
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shader_code += "float raymarch(vec3 ro, vec3 rd) {\n"
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shader_code += "float d=0.0;\n"
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shader_code += "for (int i = 0; i < 50; i++) {\n"
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shader_code += "vec3 p = ro + rd*d;\n"
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shader_code += "float dstep = calcdist(p);\n"
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shader_code += "d += dstep;\n"
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shader_code += "if (dstep < 0.0001) break;\n"
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shader_code += "}\n"
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shader_code += "return d;\n"
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shader_code += "}\n"
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shader_code += "vec3 normal(vec3 p) {\n"
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shader_code += " float d = calcdist(p);\n"
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shader_code += " float e = .0001;\n"
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shader_code += " vec3 n = d - vec3(calcdist(p-vec3(e, 0.0, 0.0)), calcdist(p-vec3(0.0, e, 0.0)), calcdist(p-vec3(0.0, 0.0, e)));\n"
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shader_code += " return normalize(n);\n"
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shader_code += "}\n"
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shader_code += "\nvoid fragment() {\n"
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shader_code += "vec2 uv = UV-vec2(0.5);\n"
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shader_code += "vec3 p = vec3(uv, 2.0-raymarch(vec3(uv, 2.0), vec3(0.0, 0.0, -1.0)));\n"
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shader_code += "vec3 n = normal(p);\n"
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shader_code += "vec3 l = vec3(5.0, 5.0, 10.0);\n"
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shader_code += "vec3 ld = normalize(l-p);\n"
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shader_code += "float o = step(p.z, 0.001);\n"
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shader_code += "float shadow = 1.0-0.75*step(raymarch(l, -ld), length(l-p)-0.01);\n"
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shader_code += "float light = 0.3+0.7*dot(n, ld)*shadow;\n"
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shader_code += "COLOR = vec4(vec3(0.8+0.2*o, 0.8+0.2*o, 1.0)*light, 1.0);\n"
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shader_code += "}\n"
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#print("GENERATED SHADER:\n"+shader_code)
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code += shader_code
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return code
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static func generate_combined_shader(red_code, green_code, blue_code) -> String:
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var code
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code = "shader_type canvas_item;\n"
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code += "render_mode blend_disabled;\n"
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var file = File.new()
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file.open("res://addons/material_maker/common.shader", File.READ)
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code += file.get_as_text()
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code += "\n"
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var globals = []
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var textures = {}
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var output = []
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for c in [ red_code, green_code, blue_code ]:
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if c.has("textures"):
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for t in c.textures.keys():
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textures[t] = c.textures[t]
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if c.has("globals"):
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for g in c.globals:
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if globals.find(g) == -1:
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globals.push_back(g)
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if c.has("f"):
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output.push_back(c.f)
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else:
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output.push_back("1.0")
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for t in textures.keys():
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code += "uniform sampler2D "+t+";\n"
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for g in globals:
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code += g
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var shader_code = ""
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shader_code += red_code.defs
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shader_code += green_code.defs
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shader_code += blue_code.defs
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shader_code += "void fragment() {\n"
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shader_code += red_code.code
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shader_code += green_code.code
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shader_code += blue_code.code
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shader_code += "COLOR = vec4("+output[0]+", "+output[1]+", "+output[2]+", 1.0);\n"
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shader_code += "}\n"
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#print("GENERATED COMBINED SHADER:\n"+shader_code)
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code += shader_code
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return code
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func setup_material(shader_material, textures, shader_code) -> void:
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for k in textures.keys():
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shader_material.set_shader_param(k+"_tex", textures[k])
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shader_material.shader.code = shader_code
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func render_shader(shader, textures, render_size) -> Object:
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if debug_path != null and debug_path != "":
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var file_name = debug_path+str(debug_file_index)+".shader"
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var f = File.new()
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f.open(debug_path+str(debug_file_index)+".shader", File.WRITE)
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f.store_string(shader)
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f.close()
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debug_file_index += 1
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print("shader saved as "+file_name)
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while rendering:
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yield(self, "done")
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rendering = true
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size = Vector2(render_size, render_size)
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$ColorRect.rect_position = Vector2(0, 0)
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$ColorRect.rect_size = size
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var shader_material = $ColorRect.material
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shader_material.shader.code = shader
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if textures != null:
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for k in textures.keys():
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shader_material.set_shader_param(k, textures[k])
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shader_material.set_shader_param("preview_size", render_size)
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render_target_update_mode = Viewport.UPDATE_ONCE
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update_worlds()
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yield(get_tree(), "idle_frame")
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yield(get_tree(), "idle_frame")
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return self
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func copy_to_texture(t : ImageTexture) -> void:
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var image : Image = get_texture().get_data()
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if image != null:
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image.lock()
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t.create_from_image(get_texture().get_data())
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image.unlock()
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func save_to_file(fn : String) -> void:
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var image : Image = get_texture().get_data()
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image.lock()
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image.save_png(fn)
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image.unlock()
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func release() -> void:
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rendering = false
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emit_signal("done")
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