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

183 lines
6.0 KiB
GDScript

tool
extends "res://addons/material_maker/node_base.gd"
var generator = null
var texture_list
var current_material_list = []
var generated_textures = {}
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="ambient_occlusion" },
{ port=6, texture="depth_map" }
]
const ADDON_TEXTURE_LIST = [
{ port=0, texture="albedo" },
{ port=3, texture="emission" },
{ port=4, texture="normal_map" },
{ ports=[1, 2, 5], default_values=["0.0", "1.0", "1.0"], texture="mrao" },
{ port=6, texture="depth_map" }
]
func _ready():
texture_list = TEXTURE_LIST
if Engine.editor_hint:
texture_list = ADDON_TEXTURE_LIST
for t in texture_list:
generated_textures[t.texture] = { shader=null, source=null, texture=null }
initialize_properties([ $resolution, $Albedo/albedo_color, $Metallic/metallic, $Roughness/roughness, $Emission/emission_energy, $NormalMap/normal_scale, $AmbientOcclusion/ao_light_affect, $DepthMap/depth_scale ])
func _rerender():
var size = int(pow(2, 8+parameters.resolution))
var has_textures = false
for t in texture_list:
var shader = generated_textures[t.texture].shader
if shader != null:
var input_textures = {}
for s in generated_textures[t.texture].sources:
var source_textures = s.get_textures()
for st in source_textures.keys():
input_textures[st] = source_textures[st]
get_parent().renderer.precalculate_shader(shader, input_textures, size, generated_textures[t.texture].texture, self, "do_update_materials", [ current_material_list ])
has_textures = true
if !has_textures:
do_update_materials(current_material_list)
func _get_shader_code(uv, slot = 0):
var rv = { defs="", code="", f="0.0" }
var src = get_source()
if src != null:
rv = src.get_shader_code(uv)
return rv
func update_materials(material_list):
current_material_list = material_list
var has_textures = false
for t in texture_list:
var shader = null
var sources = []
if t.has("port"):
var source = get_source(t.port)
if source != null:
shader = source.generate_shader()
sources.append(source)
elif t.has("ports"):
var source = [ null, null, null ]
generated_textures[t.texture].mask = 0
for i in range(3):
source[i] = get_source(t.ports[i])
if source[i] != null:
sources.append(source[i])
generated_textures[t.texture].mask |= 1 << i
if !sources.empty():
for c in get_parent().get_children():
if c is GraphNode:
c.reset()
var source_code = [ null, null, null ]
for i in range(3):
if source[i] != null:
source_code[i] = source[i].get_shader_code_with_globals("UV")
else:
source_code[i] = { defs="", code="", f=t.default_values[i] }
shader = get_parent().renderer.generate_combined_shader(source_code[0], source_code[1], source_code[2])
generated_textures[t.texture].shader = shader
generated_textures[t.texture].sources = sources
if shader == null:
if generated_textures[t.texture].texture != null:
generated_textures[t.texture].texture = null
else:
if generated_textures[t.texture].texture == null:
generated_textures[t.texture].texture = ImageTexture.new()
_rerender()
func get_generated_texture(slot, file_prefix = null):
if file_prefix != null:
var file_name = "%s_%s.png" % [ file_prefix, slot ]
if File.new().file_exists(file_name):
return load(file_name)
else:
return null
else:
return generated_textures[slot].texture
func update_spatial_material(m, file_prefix = null):
var texture
m.albedo_color = parameters.albedo_color
m.albedo_texture = get_generated_texture("albedo", file_prefix)
m.metallic = parameters.metallic
m.roughness = parameters.roughness
if Engine.editor_hint:
texture = get_generated_texture("mrao", file_prefix)
m.metallic_texture = texture
m.metallic_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_RED
m.roughness_texture = texture
m.roughness_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_GREEN
else:
m.metallic_texture = get_generated_texture("metallic", file_prefix)
m.roughness_texture = get_generated_texture("roughness", file_prefix)
texture = get_generated_texture("emission", file_prefix)
if texture != null:
m.emission_enabled = true
m.emission_energy = parameters.emission_energy
m.emission_texture = texture
else:
m.emission_enabled = false
texture = get_generated_texture("normal_map", file_prefix)
if texture != null:
m.normal_enabled = true
m.normal_texture = texture
else:
m.normal_enabled = false
if Engine.editor_hint:
if (generated_textures.mrao.mask & (1 << 2)) != 0:
m.ao_enabled = true
m.ao_light_affect = parameters.ao_light_affect
m.ao_texture = m.metallic_texture
m.ao_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_BLUE
else:
m.ao_enabled = false
else:
texture = get_generated_texture("ambient_occlusion", file_prefix)
if texture != null:
m.ao_enabled = true
m.ao_light_affect = parameters.ao_light_affect
m.ao_texture = texture
else:
m.ao_enabled = false
texture = get_generated_texture("depth_map", file_prefix)
if texture != null:
m.depth_enabled = true
m.depth_scale = parameters.depth_scale
m.depth_texture = texture
else:
m.depth_enabled = false
func do_update_materials(material_list):
for m in material_list:
if m is SpatialMaterial:
update_spatial_material(m)
func export_textures(prefix, size = null):
if size == null:
size = int(pow(2, 8+parameters.resolution))
for t in texture_list:
var texture = generated_textures[t.texture].texture
if texture != null:
var image = texture.get_data()
image.save_png("%s_%s.png" % [ prefix, t.texture ])
if Engine.editor_hint:
var resource_filesystem = get_parent().editor_interface.get_resource_filesystem()
resource_filesystem.scan()
yield(resource_filesystem, "filesystem_changed")
var new_material = SpatialMaterial.new()
update_spatial_material(new_material, prefix)
ResourceSaver.save("%s.tres" % [ prefix ], new_material)
resource_filesystem.scan()