tool extends MMGenBase class_name MMGenTexture """ Base class for texture generators that provide a texture as output """ var texture : ImageTexture = ImageTexture.new() func get_output_defs() -> Array: return [ { type="rgba" } ] func get_globals(texture_name : String) -> Array: return [ "uniform sampler2D "+texture_name+";\n" ] func _get_shader_code_lod(uv : String, _output_index : int, context : MMGenContext, lod : float = -1.0, texture_suffix : String = "_tex") -> Dictionary: var genname = "o"+str(get_instance_id()) var rv = { globals=[], defs="", code="", type="rgba" } var texture_name = genname+texture_suffix var variant_index = context.get_variant(self, uv) if variant_index == -1: variant_index = context.get_variant(self, uv) if lod < 0.0: rv.code = "vec4 %s_%d = textureLod(%s, %s, 0.0);\n" % [ genname, variant_index, texture_name, uv ] else: rv.defs = "uniform float p_o%s_lod = %.09f;\n" % [ str(get_instance_id()), lod ] rv.code = "vec4 %s_%d = textureLod(%s, %s, p_o%s_lod);\n" % [ genname, variant_index, texture_name, uv, str(get_instance_id()) ] rv.rgba = "%s_%d" % [ genname, variant_index ] rv.globals = get_globals(texture_name) rv.textures = { texture_name:texture } return rv func _get_shader_code(uv : String, output_index : int, context : MMGenContext) -> Dictionary: return _get_shader_code_lod(uv, output_index, context)