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

145 lines
4.5 KiB
GDScript

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
"""
var material : ShaderMaterial = null
var updating : bool = false
var update_again : bool = true
var current_renderer = null
var is_pending : bool = false
var pending_textures = []
func _ready() -> void:
material = ShaderMaterial.new()
material.shader = Shader.new()
if !parameters.has("size"):
parameters.size = 9
add_to_group("preview")
func _exit_tree() -> void:
if current_renderer != null:
current_renderer.release(self)
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 all_sources_changed() -> 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)
assert (!(source is GDScriptFunctionState))
while source is GDScriptFunctionState:
source = yield(source, "completed")
if source.empty():
source = DEFAULT_GENERATED_SHADER
var shader_code = mm_renderer.generate_shader(source)
if shader_code.find("$") != -1:
print("Incorrect shader generated for "+get_hier_name())
#shader_code = mm_renderer.generate_shader({ rgba="vec4(0.0, 0.0, 0.0, 1.0)" })
material.shader.code = shader_code
update_again = true
if source.has("textures"):
for k in source.textures.keys():
material.set_shader_param(k, source.textures[k])
if source.has("pending_textures"):
pending_textures = source.pending_textures
else:
pending_textures = []
if pending_textures.empty():
update_buffer()
else:
set_pending()
func set_pending() -> void:
if ! is_pending:
mm_renderer.add_pending_request()
is_pending = true
func on_float_parameters_changed(parameter_changes : Dictionary) -> void:
if mm_renderer.update_float_parameters(material, parameter_changes):
update_again = true
get_tree().call_group("preview", "on_texture_invalidated", "o%s_tex" % str(get_instance_id()))
if pending_textures.empty():
update_buffer()
func on_texture_changed(n : String) -> void:
pending_textures.erase(n)
if pending_textures.empty() and mm_renderer.material_has_parameter(material, n):
update_again = true
update_buffer()
func on_texture_invalidated(n : String) -> void:
if mm_renderer.material_has_parameter(material, n):
if pending_textures.empty():
get_tree().call_group("preview", "on_texture_invalidated", "o%s_tex" % str(get_instance_id()))
set_pending()
if pending_textures.find(n) == -1:
pending_textures.push_back(n)
func update_buffer() -> void:
if !updating:
updating = true
while update_again:
if is_pending:
mm_renderer.remove_pending_request()
is_pending = false
var renderer = mm_renderer.request(self)
while renderer is GDScriptFunctionState:
renderer = yield(renderer, "completed")
if renderer == null:
return
current_renderer = renderer
update_again = false
var time = OS.get_ticks_msec()
renderer = renderer.render_material(self, material, pow(2, get_parameter("size")))
while renderer is GDScriptFunctionState:
renderer = yield(renderer, "completed")
if !update_again:
renderer.copy_to_texture(texture)
#texture.flags = Texture.FLAG_REPEAT
emit_signal("rendering_time", OS.get_ticks_msec() - time)
renderer.release(self)
current_renderer = null
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:
var shader_code = _get_shader_code_lod(uv, output_index, context, -1.0 if output_index == 0 else parameters.lod)
if updating or update_again or !pending_textures.empty():
shader_code.pending_textures = shader_code.textures.keys()
return shader_code
func _serialize(data: Dictionary) -> Dictionary:
data.type = "buffer"
return data