mirror of
https://github.com/Relintai/material-maker.git
synced 2024-12-23 21:16:54 +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).
64 lines
2.4 KiB
GDScript
64 lines
2.4 KiB
GDScript
tool
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extends MMGenBase
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class_name MMGenConvolution
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var convolution_params : Dictionary = {}
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func get_type():
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return "shader"
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func get_type_name():
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if convolution_params.has("name"):
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return convolution_params.name
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return .get_type_name()
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func get_parameter_defs():
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return [ { name="size", type="size", first=4, last=11, default=4 } ]
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func get_input_defs():
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return [ { name="in", type=convolution_params.input_type } ]
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func get_output_defs():
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return [ { type=convolution_params.output_type } ]
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func set_convolution_params(data: Dictionary):
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convolution_params = data
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func _get_shader_code(uv : String, output_index : int, context : MMGenContext):
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var genname = "o"+str(get_instance_id())
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var epsilon = 1.0/pow(2, 4+parameters.size)
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var types = { "rgba": { type="vec4", init="vec4(0.0)" }, "rgb": { type="vec3", init="vec3(0.0)" }, "f": { type="float", init="0.0" } }
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var rv = { globals=[], defs="", code="", textures={} }
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var source = get_source(0)
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if source == null:
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return rv
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var variant_index = context.get_variant(self, uv)
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if variant_index == -1:
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variant_index = context.get_variant(self, uv)
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rv.code += "%s %s_%d = %s;\n" % [ types[convolution_params.output_type].type, genname, variant_index, types[convolution_params.output_type].init ]
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for dy in range(-convolution_params.y, convolution_params.y+1):
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for dx in range(-convolution_params.x, convolution_params.x+1):
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var coef = convolution_params.matrix[dy+convolution_params.y][dx+convolution_params.x]
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if typeof(coef) == TYPE_INT:
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coef = float(coef)
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if typeof(coef) == TYPE_REAL:
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coef = Vector3(coef, coef, coef)
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if typeof(coef) == TYPE_ARRAY:
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coef = Vector3(coef[0], coef[1], coef[2])
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var coef_str = "vec3(%.9f,%.9f,%.9f)" % [ coef.x, coef.y, coef.z ]
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var uv_str = "((%s)+vec2(%.9f,%.9f))" % [ uv, dx*epsilon, dy*epsilon ]
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var src_code = source.generator.get_shader_code(uv_str, source.output_index, context)
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while src_code is GDScriptFunctionState:
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src_code = yield(src_code, "completed")
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rv.defs += src_code.defs
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rv.code += src_code.code
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rv.code += "%s_%d += %s*%s;\n" % [ genname, variant_index, coef_str, src_code[convolution_params.input_type] ]
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for t in src_code.textures.keys():
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rv.textures[t] = src_code.textures[t]
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rv.rgb = "%s_%d" % [ genname, variant_index ]
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return rv
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func _serialize(data):
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data.convolution_params = convolution_params
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return data
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