material-maker/material_maker/tools/painter/painter_viewport.gd

103 lines
4.1 KiB
GDScript

extends Viewport
export(String) var shader_prefix = "paint"
onready var rect = $Rect
onready var init_material = preload("res://material_maker/tools/painter/shaders/init.tres").duplicate(true)
onready var init_channels_material = preload("res://material_maker/tools/painter/shaders/init_channels.tres").duplicate(true)
onready var paint_material
var param_tex2view : Texture
var param_mesh_aabb : AABB
var param_mesh_inv_uv_tex : Texture
var param_mesh_normal_tex : Texture
var param_seams : Texture
var param_layer_textures : Dictionary
var brush_params : Dictionary
func _ready() -> void:
paint_material = ShaderMaterial.new()
paint_material.shader = Shader.new()
func get_paint_material() -> ShaderMaterial:
set_paint_shader_params()
return paint_material
func set_intermediate_textures(tex2view : Texture, seams : Texture):
param_tex2view = tex2view
param_seams = seams
paint_material.set_shader_param("tex2view_tex", param_tex2view)
paint_material.set_shader_param("seams", param_seams)
func set_mesh_textures(mesh_aabb : AABB, mesh_inv_uv_tex : Texture, mesh_normal_tex : Texture):
param_mesh_aabb = mesh_aabb
param_mesh_inv_uv_tex = mesh_inv_uv_tex
param_mesh_normal_tex = mesh_normal_tex
paint_material.set_shader_param("mesh_aabb_position", param_mesh_aabb.position)
paint_material.set_shader_param("mesh_aabb_size", param_mesh_aabb.size)
paint_material.set_shader_param("mesh_inv_uv_tex", param_mesh_inv_uv_tex)
paint_material.set_shader_param("mesh_normal_tex", param_mesh_normal_tex)
func set_layer_textures(textures : Dictionary):
for t in textures.keys():
param_layer_textures[t] = textures[t]
paint_material.set_shader_param("layer_"+t+"_tex", param_layer_textures[t])
func set_paint_shader_params():
paint_material.set_shader_param("tex2view_tex", param_tex2view)
paint_material.set_shader_param("seams", param_seams)
paint_material.set_shader_param("mesh_aabb_position", param_mesh_aabb.position)
paint_material.set_shader_param("mesh_aabb_size", param_mesh_aabb.size)
paint_material.set_shader_param("mesh_inv_uv_tex", param_mesh_inv_uv_tex)
paint_material.set_shader_param("mesh_normal_tex", param_mesh_normal_tex)
paint_material.set_shader_param("texture_size", size.x)
for t in param_layer_textures.keys():
paint_material.set_shader_param("layer_"+t+"_tex", param_layer_textures[t])
for p in brush_params.keys():
paint_material.set_shader_param(p, brush_params[p])
func set_texture_size(s : float):
size = Vector2(s, s)
rect.rect_size = size
func set_brush(parameters : Dictionary):
brush_params = parameters
for p in brush_params.keys():
paint_material.set_shader_param(p, brush_params[p])
func get_paint_shader(mode : String) -> String:
var file = File.new()
file.open("res://material_maker/tools/painter/shaders/%s_%s.shader" % [ shader_prefix, mode ], File.READ)
return file.get_as_text()
func init(color : Color = Color(0.0, 0.0, 0.0, 0.0), texture : Texture = null):
rect.material = init_material
init_material.set_shader_param("col", color)
init_material.set_shader_param("tex", texture)
render_target_update_mode = Viewport.UPDATE_ONCE
render_target_clear_mode = Viewport.CLEAR_MODE_ONLY_NEXT_FRAME
update_worlds()
func init_channels(r_texture, r_mask, g_texture, g_mask, b_texture, b_mask, a_texture, a_mask):
rect.material = init_channels_material
init_channels_material.set_shader_param("r_tex", r_texture)
init_channels_material.set_shader_param("r_mask", r_mask)
init_channels_material.set_shader_param("g_tex", g_texture)
init_channels_material.set_shader_param("g_mask", g_mask)
init_channels_material.set_shader_param("b_tex", b_texture)
init_channels_material.set_shader_param("b_mask", b_mask)
init_channels_material.set_shader_param("a_tex", a_texture)
init_channels_material.set_shader_param("a_mask", a_mask)
render_target_update_mode = Viewport.UPDATE_ONCE
render_target_clear_mode = Viewport.CLEAR_MODE_ONLY_NEXT_FRAME
update_worlds()
func do_paint(shader_params):
rect.material = paint_material
for p in shader_params.keys():
paint_material.set_shader_param(p, shader_params[p])
render_target_update_mode = Viewport.UPDATE_ONCE
update_worlds()