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

131 lines
4.0 KiB
GDScript

tool
extends MMGenBase
class_name MMGenMaterial
var parameters = {}
var texture_list
var material : SpatialMaterial
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 }
material = SpatialMaterial.new()
func generate_material(renderer : MMGenRenderer):
var source = get_source(0)
if source != null:
var shader : String = renderer.generate_shader(source)
var status = renderer.render_shader(shader, {}, 512)
while status is GDScriptFunctionState:
status = yield(status, "completed")
renderer.get_texture().get_data().save_png("res://test.png")
material.albedo_texture = load("res://test.png")
return material
func initialize(data: Dictionary):
if data.has("name"):
name = data.name
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 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()