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

344 lines
10 KiB
GDScript

tool
extends Node
class_name MMGenBase
"""
Base class for texture generators, that defines their API
"""
signal parameter_changed(n, v)
signal rendering_time(t)
const DEFAULT_GENERATED_SHADER : Dictionary = { defs="", code="", textures={}, type="f", f="0.0" }
class InputPort:
var generator : MMGenBase = null
var input_index : int = 0
func _init(g : MMGenBase, i : int) -> void:
generator = g
input_index = i
func to_str() -> String:
return generator.name+".in("+str(input_index)+")"
class OutputPort:
var generator : MMGenBase = null
var output_index : int = 0
func _init(g : MMGenBase, o : int) -> void:
generator = g
output_index = o
func to_str() -> String:
return generator.name+".out("+str(output_index)+")"
var position : Vector2 = Vector2(0, 0)
var model = null
var parameters = {}
var seed_locked : bool = false
var seed_value : int = 0
func _ready() -> void:
init_parameters()
func _post_load() -> void:
pass
func get_hier_name() -> String:
if get_parent().is_class("MMGenBase"):
return get_parent().get_hier_name()+"/"+name
return name
func accept_float_expressions() -> bool:
return true
func can_be_deleted() -> bool:
return true
func toggle_editable() -> bool:
return false
func is_template() -> bool:
return model != null
func get_template_name() -> bool:
return model
func is_editable() -> bool:
return false
func get_description() -> String:
return ""
func has_randomness() -> bool:
return false
func get_seed() -> int:
if !seed_locked:
var s : int = ((int(position.x) * 0x1f1f1f1f) ^ int(position.y)) % 65536
if get_parent().get("transmits_seed") != null and get_parent().transmits_seed:
s += get_parent().get_seed()
return s
else:
return seed_value
func toggle_lock_seed() -> bool:
if !seed_locked:
seed_value = get_seed()
seed_locked = !seed_locked
return seed_locked
func is_seed_locked() -> bool:
return seed_locked
func init_parameters() -> void:
for p in get_parameter_defs():
if !parameters.has(p.name):
if p.has("default"):
parameters[p.name] = MMType.deserialize_value(p.default)
if p.type == "size":
parameters[p.name] -= p.first
else:
print("No default value for parameter "+p.name)
func set_position(p) -> void:
position = p
if has_randomness() and !is_seed_locked() and is_inside_tree():
get_tree().call_group("preview", "on_float_parameters_changed", { "seed_o"+str(get_instance_id()): get_seed() })
func get_type() -> String:
return "generic"
func get_type_name() -> String:
return "Unnamed"
func get_parameter_defs() -> Array:
return []
func get_parameter_def(param_name : String) -> Dictionary:
var parameter_defs = get_parameter_defs()
for p in parameter_defs:
if p.name == param_name:
return p
return {}
func get_parameter(n : String):
if parameters.has(n):
return parameters[n]
else:
var parameter_def = get_parameter_def(n)
return parameter_def.default
class CustomGradientSorter:
static func compare(a, b) -> bool:
return a.pos < b.pos
func set_parameter(n : String, v) -> void:
var old_value = parameters[n] if parameters.has(n) else null
parameters[n] = v
emit_signal("parameter_changed", n, v)
if is_inside_tree():
var parameter_def : Dictionary = get_parameter_def(n)
if parameter_def.has("type"):
if parameter_def.type == "float" and v is float and old_value is float:
var parameter_name = "p_o"+str(get_instance_id())+"_"+n
get_tree().call_group("preview", "on_float_parameters_changed", { parameter_name:v })
return
elif parameter_def.type == "color":
var parameter_changes = {}
for f in [ "r", "g", "b", "a" ]:
var parameter_name = "p_o"+str(get_instance_id())+"_"+n+"_"+f
parameter_changes[parameter_name] = v[f]
get_tree().call_group("preview", "on_float_parameters_changed", parameter_changes)
return
elif parameter_def.type == "gradient":
if old_value is MMGradient and v is MMGradient and old_value != null and v.interpolation == old_value.interpolation and v.points.size() == old_value.points.size():
old_value.sort()
v.sort()
var parameter_changes = {}
for i in range(old_value.points.size()):
if v.points[i].v != old_value.points[i].v:
var parameter_name = "p_o%s_%s_%d_pos" % [ str(get_instance_id()), n, i ]
parameter_changes[parameter_name] = v.points[i].v
for f in [ "r", "g", "b", "a" ]:
if v.points[i].c[f] != old_value.points[i].c[f]:
var parameter_name = "p_o%s_%s_%d_%s" % [ str(get_instance_id()), n, i, f ]
parameter_changes[parameter_name] = v.points[i].c[f]
get_tree().call_group("preview", "on_float_parameters_changed", parameter_changes)
return
all_sources_changed()
func notify_output_change(output_index : int) -> void:
var targets = get_targets(output_index)
for target in targets:
target.generator.source_changed(target.input_index)
emit_signal("parameter_changed", "__output_changed__", output_index)
func source_changed(input_index : int) -> void:
emit_signal("parameter_changed", "__input_changed__", input_index)
for i in range(get_output_defs().size()):
notify_output_change(i)
func all_sources_changed() -> void:
for input_index in get_input_defs().size():
emit_signal("parameter_changed", "__input_changed__", input_index)
for i in range(get_output_defs().size()):
notify_output_change(i)
func get_input_defs() -> Array:
return []
func get_output_defs() -> Array:
return []
func get_source(input_index : int) -> OutputPort:
return get_parent().get_port_source(name, input_index)
func get_targets(output_index : int) -> Array:
var parent = get_parent()
if parent != null and parent.has_method("get_port_targets"):
return parent.get_port_targets(name, output_index)
return []
# get the list of outputs that depend on the input whose index is passed as parameter
func follow_input(_input_index : int) -> Array:
var rv = []
for i in range(get_output_defs().size()):
rv.push_back(OutputPort.new(self, i))
return rv
func get_input_shader(input_index : int) -> Dictionary:
var source = get_source(input_index)
if source != null:
return source.get_shader()
return {}
func get_shader(output_index : int, context) -> Dictionary:
return get_shader_code("UV", output_index, context)
static func generate_preview_shader(src_code, type, main_fct = "void fragment() { COLOR = preview_2d(UV); }") -> String:
var code
code = "shader_type canvas_item;\n"
code += "render_mode blend_disabled;\n"
code += "uniform float preview_size = 64;\n"
code += "uniform sampler2D mesh_inv_uv_tex;\n"
code += "uniform vec3 mesh_aabb_position;\n"
code += "uniform vec3 mesh_aabb_size;\n"
code += mm_renderer.common_shader
code += "\n"
if src_code.has("textures"):
for t in src_code.textures.keys():
code += "uniform sampler2D "+t+";\n"
if src_code.has("globals"):
for g in src_code.globals:
code += g
var shader_code = src_code.defs
if src_code.has(type):
var preview_code : String = mm_io_types.types[type].preview
preview_code = preview_code.replace("$(code)", src_code.code)
preview_code = preview_code.replace("$(value)", src_code[type])
shader_code += preview_code
#print("GENERATED SHADER:\n"+shader_code)
code += shader_code
code += main_fct
return code
func render(object: Object, output_index : int, size : int, preview : bool = false) -> Object:
var context : MMGenContext = MMGenContext.new()
var source = get_shader_code("uv", output_index, context)
while source is GDScriptFunctionState:
source = yield(source, "completed")
if source.empty():
source = DEFAULT_GENERATED_SHADER
var shader : String
if preview:
var output_type = "rgba"
var outputs = get_output_defs()
if outputs.size() > output_index:
output_type = outputs[output_index].type
shader = generate_preview_shader(source, output_type)
else:
shader = mm_renderer.generate_shader(source)
var renderer = mm_renderer.request(object)
while renderer is GDScriptFunctionState:
renderer = yield(renderer, "completed")
renderer = renderer.render_shader(object, shader, source.textures, size)
while renderer is GDScriptFunctionState:
renderer = yield(renderer, "completed")
return renderer
func get_shader_code(uv : String, output_index : int, context : MMGenContext) -> Dictionary:
var rv = _get_shader_code(uv, output_index, context)
while rv is GDScriptFunctionState:
rv = yield(rv, "completed")
if rv.has("type") and mm_io_types.types.has(rv.type):
if mm_io_types.types[rv.type].has("convert"):
for c in mm_io_types.types[rv.type].convert:
if !rv.has(c.type):
var expr = c.expr.replace("$(value)", rv[rv.type])
rv[c.type] = expr
else:
print("Missing type for node ")
print(rv)
return rv
func _get_shader_code(_uv, _output_index, _context) -> Dictionary:
return {}
func _serialize(data: Dictionary) -> Dictionary:
print("cannot save "+name)
return data
func _serialize_data(data: Dictionary) -> Dictionary:
return data
func serialize() -> Dictionary:
var rv = { name=name, type=get_type(), parameters={}, node_position={ x=position.x, y=position.y } }
for p in get_parameter_defs():
if parameters.has(p.name):
rv.parameters[p.name] = MMType.serialize_value(parameters[p.name])
elif p.has("default"):
rv.parameters[p.name] = p.default
if seed_locked:
rv.seed_value = seed_value
if model != null:
rv.type = model
else:
rv = _serialize(rv)
rv = _serialize_data(rv)
return rv
func _deserialize(_data : Dictionary) -> void:
pass
func deserialize(data : Dictionary) -> void:
_deserialize(data)
if data.has("name"):
name = data.name
if data.has("node_position"):
position.x = data.node_position.x
position.y = data.node_position.y
if data.has("parameters"):
for p in data.parameters.keys():
set_parameter(p, MMType.deserialize_value(data.parameters[p]))
else:
for p in get_parameter_defs():
if data.has(p.name) and p.name != "type":
set_parameter(p.name, MMType.deserialize_value(data[p.name]))
if data.has("seed_value"):
seed_locked = true
seed_value = data.seed_value
else:
seed_locked = false
_post_load()
static func define_shader_float_parameters(code : String, material : ShaderMaterial) -> void:
var regex = RegEx.new()
regex.compile("uniform\\s+(\\w+)\\s+([\\w_\\d]+)\\s*=\\s*([^;]+);")
for p in regex.search_all(code):
material.set_shader_param(p.strings[2], float(p.strings[3]))