tool extends MMGenTexture class_name MMGenBuffer """ Texture generator buffers, that render their input in a specific resolution and provide the result as output. This is useful when using generators that sample their inputs several times (such as convolutions) """ var material : ShaderMaterial = null var updating : bool = false var update_again : bool = false func _ready() -> void: material = ShaderMaterial.new() material.shader = Shader.new() if !parameters.has("size"): parameters.size = 9 add_to_group("preview") func get_type() -> String: return "buffer" func get_type_name() -> String: return "Buffer" func get_parameter_defs() -> Array: return [ { name="size", type="size", first=4, last=12, default=4 }, { name="lod", type="float", min=0, max=10.0, step=0.01, default=0 } ] func get_input_defs() -> Array: return [ { name="in", type="rgba" } ] func get_output_defs() -> Array: return [ { type="rgba" }, { type="rgba" } ] func source_changed(_input_port_index : int) -> void: call_deferred("update_shader") func update_shader() -> void: var context : MMGenContext = MMGenContext.new() var source = {} var source_output = get_source(0) if source_output != null: source = source_output.generator.get_shader_code("uv", source_output.output_index, context) while source is GDScriptFunctionState: source = yield(source, "completed") if source.empty(): source = DEFAULT_GENERATED_SHADER material.shader.code = mm_renderer.generate_shader(source) if source.has("textures"): for k in source.textures.keys(): material.set_shader_param(k, source.textures[k]) update_buffer() func on_float_parameters_changed(parameter_changes : Dictionary) -> void: var do_update : bool = false for n in parameter_changes.keys(): for p in VisualServer.shader_get_param_list(material.shader.get_rid()): if p.name == n: material.set_shader_param(n, parameter_changes[n]) do_update = true break if do_update: update_buffer() func on_texture_changed(n : String) -> void: for p in VisualServer.shader_get_param_list(material.shader.get_rid()): if p.name == n: update_buffer() return func update_buffer() -> void: update_again = true if !updating: updating = true while update_again: update_again = false var result = mm_renderer.render_material(material, pow(2, get_parameter("size"))) while result is GDScriptFunctionState: result = yield(result, "completed") if !update_again: result.copy_to_texture(texture) result.release() updating = false get_tree().call_group("preview", "on_texture_changed", "o%s_tex" % str(get_instance_id())) func _get_shader_code(uv : String, output_index : int, context : MMGenContext) -> Dictionary: return _get_shader_code_lod(uv, output_index, context, -1.0 if output_index == 0 else parameters.lod) func _serialize(data: Dictionary) -> Dictionary: data.type = "buffer" return data