material-maker/addons/procedural_material/nodes/material.gd

74 lines
2.0 KiB
GDScript

tool
extends "res://addons/procedural_material/node_base.gd"
var texture_albedo = null
var texture_metallic = null
var texture_roughness = null
var texture_emission = null
var texture_normal_map = null
var texture_depth_map = null
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= "depth_map" }
]
func _ready():
pass
func _get_shader_code(uv):
var rv = { defs="", code="", f="0.0" }
var src = get_source()
if src != null:
rv = src.get_shader_code(uv)
rv.albedo = get_source_rgb(rv)
src = get_source(1)
if src != null:
var src_code = src.get_shader_code(uv)
rv.defs += src_code.defs
rv.code += src_code.code
rv.normal_map = get_source_rgb(src_code)
return rv
func _get_state_variables():
return [ ]
func update_materials(material_list):
for t in TEXTURE_LIST:
var source = get_source(t.port)
if source == null:
set("texture_"+t.texture, null)
else:
get_parent().precalculate_texture(source, 1024, self, "store_texture", [ t.texture, material_list ])
func store_texture(texture_name, material_list, texture):
set("texture_"+texture_name, texture)
for m in material_list:
if m is SpatialMaterial:
m.albedo_texture = texture_albedo
m.metallic_texture = texture_metallic
m.roughness_texture = texture_roughness
if texture_emission != null:
m.emission_enabled = true
m.emission_texture = texture_emission
else:
m.emission_enabled = false
if texture_normal_map != null:
m.normal_enabled = true
m.normal_texture = texture_normal_map
else:
m.normal_enabled = false
if texture_depth_map != null:
m.depth_enabled = true
m.depth_texture = texture_depth_map
else:
m.depth_enabled = false
func export_textures(prefix):
for t in TEXTURE_LIST:
get_parent().export_texture(get_source(t.port), prefix+"_"+t.texture+".png", 1024)