mirror of
https://github.com/Relintai/material-maker.git
synced 2024-11-13 06:27:18 +01:00
2621ff4b46
Exporting a material will now create a SpatialMaterial. The Material graph node now generates different textures when used as a Godot addon (metallic, roughness and ambient occlusion are merged into a single texture). Rendering code (that was in graph_edit and node_base scenes) is now in a single "renderer scene" attached to the main window.
190 lines
6.0 KiB
GDScript
190 lines
6.0 KiB
GDScript
tool
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extends "res://addons/material_maker/node_base.gd"
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var resolution = 1
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var albedo_color
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var metallic
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var roughness
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var emission_energy
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var normal_scale
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var ao_light_affect
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var depth_scale
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var texture_list
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var current_material_list = []
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var generated_textures = {}
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const TEXTURE_LIST = [
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{ port=0, texture="albedo" },
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{ port=1, texture="metallic" },
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{ port=2, texture="roughness" },
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{ port=3, texture="emission" },
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{ port=4, texture="normal_map" },
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{ port=5, texture="ambient_occlusion" },
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{ port=6, texture="depth_map" }
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]
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const ADDON_TEXTURE_LIST = [
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{ port=0, texture="albedo" },
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{ port=3, texture="emission" },
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{ port=4, texture="normal_map" },
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{ ports=[1, 2, 5], default_values=["0.0", "1.0", "1.0"], texture="mrao" },
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{ port=6, texture="depth_map" }
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]
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func _ready():
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texture_list = TEXTURE_LIST
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if Engine.editor_hint:
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texture_list = ADDON_TEXTURE_LIST
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for t in texture_list:
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generated_textures[t.texture] = { shader=null, source=null, texture=null }
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initialize_properties([ $resolution, $Albedo/albedo_color, $Metallic/metallic, $Roughness/roughness, $Emission/emission_energy, $NormalMap/normal_scale, $AmbientOcclusion/ao_light_affect, $DepthMap/depth_scale ])
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func _rerender():
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var size = int(pow(2, 8+resolution))
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var has_textures = false
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for t in texture_list:
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var shader = generated_textures[t.texture].shader
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if shader != null:
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var input_textures = {}
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for s in generated_textures[t.texture].sources:
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var source_textures = s.get_textures()
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for st in source_textures.keys():
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input_textures[st] = source_textures[st]
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get_parent().renderer.precalculate_shader(shader, input_textures, size, generated_textures[t.texture].texture, self, "do_update_materials", [ current_material_list ])
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has_textures = true
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if !has_textures:
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do_update_materials(current_material_list)
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func _get_shader_code(uv):
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var rv = { defs="", code="", f="0.0" }
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var src = get_source()
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if src != null:
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rv = src.get_shader_code(uv)
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return rv
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func update_materials(material_list):
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current_material_list = material_list
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var has_textures = false
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for t in texture_list:
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var shader = null
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var sources = []
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if t.has("port"):
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var source = get_source(t.port)
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if source != null:
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shader = source.generate_shader()
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sources.append(source)
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elif t.has("ports"):
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var source = [ null, null, null ]
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generated_textures[t.texture].mask = 0
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for i in range(3):
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source[i] = get_source(t.ports[i])
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if source[i] != null:
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sources.append(source[i])
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generated_textures[t.texture].mask |= 1 << i
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if !sources.empty():
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for c in get_parent().get_children():
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if c is GraphNode:
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c.reset()
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var source_code = [ null, null, null ]
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for i in range(3):
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if source[i] != null:
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source_code[i] = source[i].get_shader_code("UV")
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else:
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source_code[i] = { defs="", code="", f=t.default_values[i] }
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shader = get_parent().renderer.generate_combined_shader(source_code[0], source_code[1], source_code[2])
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generated_textures[t.texture].shader = shader
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generated_textures[t.texture].sources = sources
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if shader == null:
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if generated_textures[t.texture].texture != null:
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generated_textures[t.texture].texture = null
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else:
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if generated_textures[t.texture].texture == null:
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generated_textures[t.texture].texture = ImageTexture.new()
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_rerender()
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func get_generated_texture(slot, file_prefix = null):
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if file_prefix != null:
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var file_name = "%s_%s.png" % [ file_prefix, slot ]
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if File.new().file_exists(file_name):
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return load(file_name)
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else:
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return null
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else:
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return generated_textures[slot].texture
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func update_spatial_material(m, file_prefix = null):
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var texture
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m.albedo_color = albedo_color
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m.albedo_texture = get_generated_texture("albedo", file_prefix)
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m.metallic = metallic
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m.roughness = roughness
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if Engine.editor_hint:
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texture = get_generated_texture("mrao", file_prefix)
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m.metallic_texture = texture
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m.metallic_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_RED
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m.roughness_texture = texture
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m.roughness_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_GREEN
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else:
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m.metallic_texture = get_generated_texture("metallic", file_prefix)
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m.roughness_texture = get_generated_texture("roughness", file_prefix)
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texture = get_generated_texture("emission", file_prefix)
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if texture != null:
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m.emission_enabled = true
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m.emission_energy = emission_energy
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m.emission_texture = texture
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else:
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m.emission_enabled = false
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texture = get_generated_texture("normal_map", file_prefix)
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if texture != null:
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m.normal_enabled = true
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m.normal_texture = texture
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else:
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m.normal_enabled = false
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if Engine.editor_hint:
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if (generated_textures.mrao.mask & (1 << 2)) != 0:
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m.ao_enabled = true
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m.ao_light_affect = ao_light_affect
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m.ao_texture = m.metallic_texture
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m.ao_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_BLUE
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else:
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m.ao_enabled = false
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else:
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texture = get_generated_texture("ambient_occlusion", file_prefix)
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if texture != null:
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m.ao_enabled = true
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m.ao_light_affect = ao_light_affect
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m.ao_texture = texture
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else:
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m.ao_enabled = false
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texture = get_generated_texture("depth_map", file_prefix)
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if texture != null:
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m.depth_enabled = true
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m.depth_scale = depth_scale
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m.depth_texture = texture
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else:
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m.depth_enabled = false
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func do_update_materials(material_list):
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for m in material_list:
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if m is SpatialMaterial:
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update_spatial_material(m)
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func export_textures(prefix, size = null):
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if size == null:
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size = int(pow(2, 8+resolution))
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for t in texture_list:
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var texture = generated_textures[t.texture].texture
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if texture != null:
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var image = texture.get_data()
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image.save_png("%s_%s.png" % [ prefix, t.texture ])
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if Engine.editor_hint:
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var resource_filesystem = get_parent().editor_interface.get_resource_filesystem()
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resource_filesystem.scan()
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yield(resource_filesystem, "filesystem_changed")
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var new_material = SpatialMaterial.new()
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update_spatial_material(new_material, prefix)
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ResourceSaver.save("%s.tres" % [ prefix ], new_material)
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resource_filesystem.scan()
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