mirror of
https://github.com/Relintai/material-maker.git
synced 2024-11-13 06:27:18 +01:00
89 lines
2.6 KiB
GDScript
89 lines
2.6 KiB
GDScript
tool
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extends MMGenTexture
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class_name MMGenBuffer
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"""
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Texture generator buffers, that render their input in a specific resolution and provide the result as output.
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This is useful when using generators that sample their inputs several times (such as convolutions)
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"""
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var material : ShaderMaterial = null
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var updating : bool = false
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var update_again : bool = false
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func _ready() -> void:
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material = ShaderMaterial.new()
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material.shader = Shader.new()
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if !parameters.has("size"):
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parameters.size = 9
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add_to_group("preview")
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func get_type() -> String:
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return "buffer"
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func get_type_name() -> String:
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return "Buffer"
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func get_parameter_defs() -> Array:
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return [
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{ name="size", type="size", first=4, last=12, default=4 },
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{ name="lod", type="float", min=0, max=10.0, step=0.01, default=0 }
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]
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func get_input_defs() -> Array:
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return [ { name="in", type="rgba" } ]
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func get_output_defs() -> Array:
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return [ { type="rgba" }, { type="rgba" } ]
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func source_changed(_input_port_index : int) -> void:
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call_deferred("update_shader")
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func update_shader() -> void:
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var context : MMGenContext = MMGenContext.new()
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var source = {}
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var source_output = get_source(0)
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if source_output != null:
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source = source_output.generator.get_shader_code("uv", source_output.output_index, context)
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while source is GDScriptFunctionState:
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source = yield(source, "completed")
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if source.empty():
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source = { defs="", code="", textures={}, rgba="vec4(0.0)" }
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material.shader.code = mm_renderer.generate_shader(source)
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if source.has("textures"):
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for k in source.textures.keys():
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material.set_shader_param(k, source.textures[k])
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update_buffer()
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func on_float_parameter_changed(n : String, v : float) -> void:
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for p in VisualServer.shader_get_param_list(material.shader.get_rid()):
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if p.name == n:
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material.set_shader_param(n, v)
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update_buffer()
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return
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func on_texture_changed(n : String) -> void:
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for p in VisualServer.shader_get_param_list(material.shader.get_rid()):
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if p.name == n:
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update_buffer()
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return
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func update_buffer() -> void:
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update_again = true
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if !updating:
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updating = true
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while update_again:
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update_again = false
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var result = mm_renderer.render_material(material, pow(2, get_parameter("size")))
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while result is GDScriptFunctionState:
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result = yield(result, "completed")
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if !update_again:
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result.copy_to_texture(texture)
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result.release()
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updating = false
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get_tree().call_group("preview", "on_texture_changed", "o%s_tex" % str(get_instance_id()))
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func _serialize(data: Dictionary) -> Dictionary:
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data.type = "buffer"
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return data
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