material-maker/addons/material_maker/engine/gen_texture.gd

36 lines
1.4 KiB
GDScript

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)