tool extends MMGenBase class_name MMGenMaterial var parameters = {} var texture_list var material : SpatialMaterial var generated_textures = {} const TEXTURE_LIST = [ { port=0, texture="albedo" }, { port=1, texture="metallic" }, { port=2, texture="roughness" }, { port=3, texture="emission" }, { port=4, texture="normal_map" }, { port=5, texture="ambient_occlusion" }, { port=6, texture="depth_map" } ] const ADDON_TEXTURE_LIST = [ { port=0, texture="albedo" }, { port=3, texture="emission" }, { port=4, texture="normal_map" }, { ports=[1, 2, 5], default_values=["0.0", "1.0", "1.0"], texture="mrao" }, { port=6, texture="depth_map" } ] func _ready(): texture_list = TEXTURE_LIST if Engine.editor_hint: texture_list = ADDON_TEXTURE_LIST for t in texture_list: generated_textures[t.texture] = { shader=null, source=null, texture=null } material = SpatialMaterial.new() func generate_material(renderer : MMGenRenderer): var source = get_source(0) if source != null: var shader : String = renderer.generate_shader(source) var status = renderer.render_shader(shader, {}, 512) while status is GDScriptFunctionState: status = yield(status, "completed") renderer.get_texture().get_data().save_png("res://test.png") material.albedo_texture = load("res://test.png") return material func initialize(data: Dictionary): if data.has("name"): name = data.name func get_generated_texture(slot, file_prefix = null): if file_prefix != null: var file_name = "%s_%s.png" % [ file_prefix, slot ] if File.new().file_exists(file_name): return load(file_name) else: return null else: return generated_textures[slot].texture func update_spatial_material(m, file_prefix = null): var texture m.albedo_color = parameters.albedo_color m.albedo_texture = get_generated_texture("albedo", file_prefix) m.metallic = parameters.metallic m.roughness = parameters.roughness if Engine.editor_hint: texture = get_generated_texture("mrao", file_prefix) m.metallic_texture = texture m.metallic_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_RED m.roughness_texture = texture m.roughness_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_GREEN else: m.metallic_texture = get_generated_texture("metallic", file_prefix) m.roughness_texture = get_generated_texture("roughness", file_prefix) texture = get_generated_texture("emission", file_prefix) if texture != null: m.emission_enabled = true m.emission_energy = parameters.emission_energy m.emission_texture = texture else: m.emission_enabled = false texture = get_generated_texture("normal_map", file_prefix) if texture != null: m.normal_enabled = true m.normal_texture = texture else: m.normal_enabled = false if Engine.editor_hint: if (generated_textures.mrao.mask & (1 << 2)) != 0: m.ao_enabled = true m.ao_light_affect = parameters.ao_light_affect m.ao_texture = m.metallic_texture m.ao_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_BLUE else: m.ao_enabled = false else: texture = get_generated_texture("ambient_occlusion", file_prefix) if texture != null: m.ao_enabled = true m.ao_light_affect = parameters.ao_light_affect m.ao_texture = texture else: m.ao_enabled = false texture = get_generated_texture("depth_map", file_prefix) if texture != null: m.depth_enabled = true m.depth_scale = parameters.depth_scale m.depth_texture = texture else: m.depth_enabled = false func export_textures(prefix, size = null): if size == null: size = int(pow(2, 8+parameters.resolution)) for t in texture_list: var texture = generated_textures[t.texture].texture if texture != null: var image = texture.get_data() image.save_png("%s_%s.png" % [ prefix, t.texture ]) if Engine.editor_hint: var resource_filesystem = get_parent().editor_interface.get_resource_filesystem() resource_filesystem.scan() yield(resource_filesystem, "filesystem_changed") var new_material = SpatialMaterial.new() update_spatial_material(new_material, prefix) ResourceSaver.save("%s.tres" % [ prefix ], new_material) resource_filesystem.scan()