mirror of
https://github.com/Relintai/material-maker.git
synced 2024-12-27 23:17:14 +01:00
73 lines
2.4 KiB
GDScript
73 lines
2.4 KiB
GDScript
extends ColorRect
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export(String, MULTILINE) var shader : String = ""
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var generator : MMGenBase = null
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var output : int = 0
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func set_generator(g : MMGenBase, o : int = 0) -> void:
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if is_instance_valid(generator):
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generator.disconnect("parameter_changed", self, "on_parameter_changed")
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var source = MMGenBase.DEFAULT_GENERATED_SHADER
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if is_instance_valid(g):
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generator = g
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output = o
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generator.connect("parameter_changed", self, "on_parameter_changed")
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var param_defs : Array = generator.get_parameter_defs()
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for c in get_children():
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c.setup_control(generator, param_defs)
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var gen_output_defs = generator.get_output_defs()
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if ! gen_output_defs.empty():
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var context : MMGenContext = MMGenContext.new()
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source = generator.get_shader_code("uv", output, 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 = MMGenBase.DEFAULT_GENERATED_SHADER
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else:
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g = null
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for c in get_children():
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c.setup_control(generator, [])
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# Update shader
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material.shader.code = MMGenBase.generate_preview_shader(source, source.type, shader)
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# Get parameter values from the shader code
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var regex = RegEx.new()
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regex.compile("uniform\\s+(\\w+)\\s+([\\w_\\d]+)\\s*=\\s*([^;]+);")
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for p in regex.search_all(material.shader.code):
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material.set_shader_param(p.strings[2], float(p.strings[3]))
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# Set texture params
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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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func on_parameter_changed(n : String, v) -> void:
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if n == "__output_changed__" and output == v:
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set_generator(generator, output)
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var p = generator.get_parameter_def(n)
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if p.has("type"):
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match p.type:
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"float", "color", "gradient":
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pass
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_:
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set_generator(generator, output)
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func on_float_parameters_changed(parameter_changes : Dictionary) -> void:
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for n in parameter_changes.keys():
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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, parameter_changes[n])
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break
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func on_resized() -> void:
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material.set_shader_param("size", rect_size)
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set_generator(generator)
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func value_to_pos(value : Vector2) -> Vector2:
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return rect_size*0.5+value*min(rect_size.x, rect_size.y)/1.2
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func value_to_offset(value : Vector2) -> Vector2:
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return value*min(rect_size.x, rect_size.y)/1.2
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func pos_to_value(pos : Vector2) -> Vector2:
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return (pos - rect_size*0.5)*1.2/min(rect_size.x, rect_size.y)
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