253 lines
5.6 KiB
GDScript
253 lines
5.6 KiB
GDScript
@tool
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extends Resource
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const MODE_TEXTURES = 0
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const MODE_TEXTURE_ARRAYS = 1
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const MODE_COUNT = 2
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const _mode_names = ["Textures", "TextureArrays"]
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const SRC_TYPE_ALBEDO = 0
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const SRC_TYPE_BUMP = 1
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const SRC_TYPE_NORMAL = 2
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const SRC_TYPE_ROUGHNESS = 3
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const SRC_TYPE_COUNT = 4
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const _src_texture_type_names = ["albedo", "bump", "normal", "roughness"]
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# Ground texture types (used by the terrain system)
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const TYPE_ALBEDO_BUMP = 0
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const TYPE_NORMAL_ROUGHNESS = 1
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const TYPE_COUNT = 2
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const _texture_type_names = ["albedo_bump", "normal_roughness"]
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const _type_to_src_types = [
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[SRC_TYPE_ALBEDO, SRC_TYPE_BUMP],
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[SRC_TYPE_NORMAL, SRC_TYPE_ROUGHNESS]
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]
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const _src_default_color_codes = [
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"#ff000000",
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"#ff888888",
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"#ff8888ff",
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"#ffffffff"
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]
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# TODO We may get rid of modes in the future, and only use TextureArrays.
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# It exists for now for backward compatibility, but it makes the API a bit confusing
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var _mode := MODE_TEXTURES
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# [type][slot] -> StreamTexture or TextureArray
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var _textures := [[], []]
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static func get_texture_type_name(tt: int) -> String:
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return _texture_type_names[tt]
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static func get_source_texture_type_name(tt: int) -> String:
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return _src_texture_type_names[tt]
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static func get_source_texture_default_color_code(tt: int) -> String:
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return _src_default_color_codes[tt]
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static func get_import_mode_name(mode: int) -> String:
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return _mode_names[mode]
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static func get_src_types_from_type(t: int) -> Array:
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return _type_to_src_types[t]
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static func get_max_slots_for_mode(mode: int) -> int:
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match mode:
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MODE_TEXTURES:
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# This is a legacy mode, where shaders can only have up to 4
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return 4
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MODE_TEXTURE_ARRAYS:
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# Will probably be lifted some day
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return 16
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return 0
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func _get_property_list() -> Array:
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return [
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{
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"name": "mode",
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"type": TYPE_INT,
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"usage": PROPERTY_USAGE_STORAGE
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},
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{
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"name": "textures",
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"type": TYPE_ARRAY,
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"usage": PROPERTY_USAGE_STORAGE
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}
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]
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func _get(key: StringName):
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if key == &"mode":
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return _mode
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if key == &"textures":
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return _textures
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func _set(key: StringName, value):
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if key == &"mode":
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# Not using set_mode() here because otherwise it could reset stuff set before...
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_mode = value
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if key == &"textures":
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_textures = value
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func get_slots_count() -> int:
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if _mode == MODE_TEXTURES:
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return get_texture_count()
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elif _mode == MODE_TEXTURE_ARRAYS:
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# TODO What if there are two texture arrays of different size?
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var texarray : TextureLayered = _textures[TYPE_ALBEDO_BUMP][0]
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if texarray == null:
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texarray = _textures[TYPE_NORMAL_ROUGHNESS][0]
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if texarray == null:
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return 0
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return texarray.get_layers()
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else:
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assert(false)
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return 0
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func get_texture_count() -> int:
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var texs = _textures[TYPE_ALBEDO_BUMP]
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return len(texs)
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func get_texture(slot_index: int, ground_texture_type: int) -> Texture2D:
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if _mode == MODE_TEXTURE_ARRAYS:
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# Can't get a single texture at once
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return null
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elif _mode == MODE_TEXTURES:
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var texs = _textures[ground_texture_type]
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if slot_index >= len(texs):
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return null
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return texs[slot_index]
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else:
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assert(false)
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return null
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func set_texture(slot_index: int, ground_texture_type: int, texture: Texture2D):
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assert(_mode == MODE_TEXTURES)
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var texs = _textures[ground_texture_type]
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if texs[slot_index] != texture:
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texs[slot_index] = texture
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emit_changed()
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func get_texture_array(ground_texture_type: int) -> TextureLayered:
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if _mode != MODE_TEXTURE_ARRAYS:
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return null
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var texs = _textures[ground_texture_type]
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return texs[0]
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func set_texture_array(ground_texture_type: int, texarray: TextureLayered):
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assert(_mode == MODE_TEXTURE_ARRAYS)
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var texs = _textures[ground_texture_type]
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if texs[0] != texarray:
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texs[0] = texarray
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emit_changed()
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# TODO This function only exists because of a flaw in UndoRedo
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# See https://github.com/godotengine/godot/issues/36895
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func set_texture_null(slot_index: int, ground_texture_type: int):
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set_texture(slot_index, ground_texture_type, null)
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# TODO This function only exists because of a flaw in UndoRedo
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# See https://github.com/godotengine/godot/issues/36895
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func set_texture_array_null(ground_texture_type: int):
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set_texture_array(ground_texture_type, null)
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func get_mode() -> int:
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return _mode
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func set_mode(mode: int):
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# This effectively clears slots
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_mode = mode
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clear()
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func clear():
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match _mode:
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MODE_TEXTURES:
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for type in TYPE_COUNT:
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_textures[type] = []
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MODE_TEXTURE_ARRAYS:
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for type in TYPE_COUNT:
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_textures[type] = [null]
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_:
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assert(false)
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emit_changed()
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func insert_slot(i: int) -> int:
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assert(_mode == MODE_TEXTURES)
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if i == -1:
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i = get_texture_count()
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for type in TYPE_COUNT:
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_textures[type].insert(i, null)
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emit_changed()
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return i
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func remove_slot(i: int):
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assert(_mode == MODE_TEXTURES)
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if i == -1:
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i = get_slots_count() - 1
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for type in TYPE_COUNT:
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_textures[type].remove_at(i)
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emit_changed()
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func has_any_textures() -> bool:
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for type in len(_textures):
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var texs = _textures[type]
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for i in len(texs):
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if texs[i] != null:
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return true
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return false
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#func set_textures(textures: Array):
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# _textures = textures
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# Cannot type hint because it would cause circular dependency
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#func migrate_from_1_4(terrain):
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# var textures := []
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# for type in TYPE_COUNT:
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# textures.append([])
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#
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# if terrain.is_using_texture_array():
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# for type in TYPE_COUNT:
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# var tex : TextureArray = terrain.get_ground_texture_array(type)
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# textures[type] = [tex]
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# _mode = MODE_TEXTURE_ARRAYS
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#
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# else:
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# for index in terrain.get_max_ground_texture_slot_count():
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# for type in TYPE_COUNT:
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# var tex : Texture = terrain.get_ground_texture(type, index)
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# textures[type].append(tex)
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# _mode = MODE_TEXTURES
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#
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# _textures = textures
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