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

150 lines
3.6 KiB
GDScript

tool
extends Node
class_name MMGenBase
"""
Base class for texture generators, that defines their API
"""
class InputPort:
var generator : MMGenBase = null
var input_index : int = 0
func _init(g : MMGenBase, i : int):
generator = g
input_index = i
func to_str():
return generator.name+".in("+str(input_index)+")"
class OutputPort:
var generator : MMGenBase = null
var output_index : int = 0
func _init(g : MMGenBase, o : int):
generator = g
output_index = o
func to_str():
return generator.name+".out("+str(output_index)+")"
var position : Vector2 = Vector2(0, 0)
var model = null
var parameters = {}
func _ready():
init_parameters()
func init_parameters():
for p in get_parameter_defs():
if !parameters.has(p.name):
if p.has("default"):
parameters[p.name] = MMType.deserialize_value(p.default)
else:
print("No default value for parameter "+p.name)
func get_seed():
return 0
func get_type():
return "generic"
func get_type_name():
return "Unnamed"
func get_parameter_defs():
return []
func set_parameter(n : String, v):
parameters[n] = v
source_changed(0)
func source_changed(input_index : int):
for i in range(get_output_defs().size()):
var target = get_target(i)
if target != null:
target.generator.source_changed(target.input_index)
func get_input_defs():
return []
func get_output_defs():
return []
func get_source(input_index : int):
return get_parent().get_port_source(name, input_index)
func get_target(output_index : int):
return get_parent().get_port_target(name, output_index)
func get_input_shader(input_index : int):
var source = get_source(input_index)
if source != null:
return source.get_shader()
func get_shader(output_index : int, context):
return get_shader_code("UV", output_index, context);
# this will need an output index for switch
func get_globals():
var list = []
for i in range(10):
var source = get_source(i)
if source != null:
var source_list = source.generator.get_globals()
for g in source_list:
if list.find(g) == -1:
list.append(g)
return list
func render(output_index : int, renderer : MMGenRenderer, size : int):
var context : MMGenContext = MMGenContext.new(renderer)
var source = get_shader_code("UV", output_index, context)
while source is GDScriptFunctionState:
source = yield(source, "completed")
if source == null:
return false
var shader : String = renderer.generate_shader(source)
var status = renderer.render_shader(shader, source.textures, size)
while status is GDScriptFunctionState:
status = yield(status, "completed")
return status
func get_shader_code(uv : String, output_index : int, context : MMGenContext):
var rv = _get_shader_code(uv, output_index, context)
while rv is GDScriptFunctionState:
rv = yield(rv, "completed")
if rv != null:
if !rv.has("f"):
if rv.has("rgb"):
rv.f = "(dot("+rv.rgb+", vec3(1.0))/3.0)"
elif rv.has("rgba"):
rv.f = "(dot("+rv.rgba+".rgb, vec3(1.0))/3.0)"
else:
rv.f = "0.0"
if !rv.has("rgb"):
if rv.has("rgba"):
rv.rgb = rv.rgba+".rgb"
else:
rv.rgb = "vec3("+rv.f+")"
if !rv.has("rgba"):
rv.rgba = "vec4("+rv.rgb+", 1.0)"
rv.globals = get_globals()
return rv
func _get_shader_code(uv : String, output_index : int, context : MMGenContext):
return null
func _serialize(data):
print("cannot save "+name)
return data
func serialize():
var rv = { name=name, type=get_type(), parameters={}, node_position={ x=position.x, y=position.y } }
for p in parameters.keys():
rv.parameters[p] = MMType.serialize_value(parameters[p])
if model != null:
rv.type = model
else:
rv = _serialize(rv)
return rv