mirror of
https://github.com/Relintai/material-maker.git
synced 2024-12-23 21:16:54 +01:00
149 lines
4.9 KiB
GDScript
149 lines
4.9 KiB
GDScript
tool
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extends MMGenBase
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class_name MMGenShader
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var model_data = null
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var generated_variants = []
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func set_model_data(data: Dictionary):
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model_data = data
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func initialize(data: Dictionary):
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if data.has("name"):
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name = data.name
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if data.has("parameters"):
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parameters = data.parameters
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func find_keyword_call(string, keyword):
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var search_string = "$%s(" % keyword
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var position = string.find(search_string)
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if position == -1:
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return null
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var parenthesis_level = 0
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var parameter_begin = position+search_string.length()
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var parameter_end = -1
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for i in range(parameter_begin, string.length()):
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if string[i] == '(':
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parenthesis_level += 1
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elif string[i] == ')':
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if parenthesis_level == 0:
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return string.substr(parameter_begin, i-parameter_begin)
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parenthesis_level -= 1
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return ""
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func replace_input(string, context, input, type, src, default):
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var required_defs = ""
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var required_code = ""
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while true:
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var uv = find_keyword_call(string, input)
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if uv == null:
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break
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elif uv == "":
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print("syntax error")
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break
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var src_code
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if src == null:
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src_code = subst(default, "(%s)" % uv)
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else:
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src_code = src.get_shader_code(uv)
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src_code.string = src_code[type]
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required_defs += src_code.defs
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required_code += src_code.code
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string = string.replace("$%s(%s)" % [ input, uv ], src_code.string)
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return { string=string, defs=required_defs, code=required_code }
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func is_word_letter(l):
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return "azertyuiopqsdfghjklmwxcvbnAZERTYUIOPQSDFGHJKLMWXCVBN1234567890_".find(l) != -1
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func replace_variable(string, variable, value):
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string = string.replace("$(%s)" % variable, value)
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var keyword_size = variable.length()+1
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var new_string = ""
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while !string.empty():
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var pos = string.find("$"+variable)
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if pos == -1:
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new_string += string
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break
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new_string += string.left(pos)
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string = string.right(pos)
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if string.empty() or !is_word_letter(string[0]):
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new_string += value
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else:
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new_string += "$"+variable
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string = string.right(keyword_size)
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return new_string
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func subst(string, context, uv = ""):
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var required_defs = ""
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var required_code = ""
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string = replace_variable(string, "name", name)
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string = replace_variable(string, "seed", str(get_seed()))
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if uv != "":
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string = replace_variable(string, "uv", "("+uv+")")
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if model_data.has("parameters") and typeof(model_data.parameters) == TYPE_ARRAY:
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for p in model_data.parameters:
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if !p.has("name") or !p.has("type"):
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continue
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var value = parameters[p.name]
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var value_string = null
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if p.type == "float":
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value_string = "%.9f" % value
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elif p.type == "size":
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value_string = "%.9f" % pow(2, value+p.first)
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elif p.type == "enum":
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value_string = p.values[value].value
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elif p.type == "color":
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value_string = "vec4(%.9f, %.9f, %.9f, %.9f)" % [ value.r, value.g, value.b, value.a ]
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elif p.type == "gradient":
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value_string = p.name+"_gradient_fct"
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if value_string != null:
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string = replace_variable(string, p.name, value_string)
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if model_data.has("inputs") and typeof(model_data.inputs) == TYPE_ARRAY:
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for i in range(model_data.inputs.size()):
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var input = model_data.inputs[i]
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var source = get_source(i)
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var result = replace_input(string, context, input.name, input.type, source, input.default)
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string = result.string
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required_defs += result.defs
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required_code += result.code
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return { string=string, defs=required_defs, code=required_code }
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func _get_shader_code(uv, slot = 0, context = MMGenContext.new()):
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if context == null:
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context = {}
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var output_info = [ { field="rgba", type="vec4" }, { field="rgb", type="vec3" }, { field="f", type="float" } ]
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var rv = { defs="", code="" }
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var variant_string = uv+","+str(slot)
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if model_data != null and model_data.has("outputs") and model_data.outputs.size() > slot:
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var output = model_data.outputs[slot]
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rv.defs = ""
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if model_data.has("instance") && !context.has_variant(self):
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rv.defs += subst(model_data.instance, context).string
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for p in model_data.parameters:
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if p.type == "gradient":
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var g = parameters[p.name]
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if !(g is MMGradient):
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g = MMGradient.new()
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g.deserialize(parameters[p.name])
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rv.defs += g.get_shader(p.name+"_gradient_fct")
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var variant_index = context.get_variant(self, variant_string)
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if variant_index == -1:
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variant_index = context.get_variant(self, variant_string)
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generated_variants.append(variant_string)
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for t in output_info:
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if output.has(t.field):
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var subst_output = subst(output[t.field], context, uv)
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rv.defs += subst_output.defs
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rv.code += subst_output.code
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rv.code += "%s %s_%d_%d_%s = %s;\n" % [ t.type, name, slot, variant_index, t.field, subst_output.string ]
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for t in output_info:
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if output.has(t.field):
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rv[t.field] = "%s_%d_%d_%s" % [ name, slot, variant_index, t.field ]
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return rv
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func get_globals():
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var list = .get_globals()
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if typeof(model_data) == TYPE_DICTIONARY and model_data.has("global") and list.find(model_data.global) == -1:
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list.append(model_data.global)
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return list
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