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Added VFEZ
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123
VFEZ/vfez_material_2d.gd
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123
VFEZ/vfez_material_2d.gd
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@tool
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extends ShaderMaterial
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class_name VFEZMaterial2D
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enum BlendModeEnum
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{
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Mix = 0,
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Add = 1,
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Subtract = 2,
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Multiply = 3,
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Premultiplied_Alpha= 4
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}
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enum LightModeEnum
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{
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Normal = 0,
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Unshaded = 1,
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LightOnly = 2
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}
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@export_group("Render Options")
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@export var BlendMode: BlendModeEnum:
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get:
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return _blendMode
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set(value):
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_blendMode = value
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_update_shader_code()
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@export var LightMode: LightModeEnum:
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get:
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return _lightMode
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set(value):
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_lightMode = value
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_update_shader_code()
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var _blendMode: BlendModeEnum = BlendModeEnum.Mix
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var _lightMode: LightModeEnum = LightModeEnum.Normal
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# handle property gets.
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# if is shader property set it in shader
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# and if it starts with use_ update shader code to include new definitions
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# if is render property set new value and update shader code
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func _set(property, value):
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if property.begins_with("shader_parameter/"):
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set_shader_parameter(property.replace("shader_parameter/", ""), value)
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if property.begins_with("shader_parameter/use_"):
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_update_shader_code()
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func generate_render_options_definition_string() -> String:
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var definition_string: String = ""
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match _blendMode:
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BlendModeEnum.Mix:
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definition_string += "#define BLEND_MIX\n"
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BlendModeEnum.Add:
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definition_string += "#define BLEND_ADD\n"
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BlendModeEnum.Subtract:
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definition_string += "#define BLEND_SUB\n"
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BlendModeEnum.Multiply:
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definition_string += "#define BLEND_MUL\n"
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BlendModeEnum.Premultiplied_Alpha:
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definition_string += "#define BLEND_PREMUL_ALPHA\n"
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match _lightMode:
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LightModeEnum.Unshaded:
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definition_string += "#define UNSHADED\n"
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LightModeEnum.LightOnly:
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definition_string += "#define LIGHT_ONLY\n"
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return definition_string
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# update shader code to include new option definitions
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func _update_shader_code():
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if not Engine.is_editor_hint():
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return
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var template_header = """
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// This shader was dynamically generated by the VFEZ material.
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// **********************************
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// Every change to the VFEZ material Render Options or
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// Include Options generates a new shader. After every change
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// you can click on the new exported shader in the editor to view
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// the latest changes. Only the definitions (#define) actually change.
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// **********************************
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"""
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# find current directory name and create absolute include path for template shader
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var base_dir_name = get_script().get_path().get_base_dir()
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var shader_include_str: String = "#include \"" + base_dir_name + "/Shaders/vfez_2d_template.gdshaderinc\"\n"
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var template_code: String = "shader_type canvas_item;\n"
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# we duplicate the shader, else the code bugs
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# if the generated shader is open in the editor
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shader = shader.duplicate()
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# initialize the shader code with the included shader template.
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# This is necessary to be able to read the shader uniforms later.
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shader.code = template_code + shader_include_str
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template_code += generate_render_options_definition_string()
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# set all shader definition options based on the relevant use_X uniform values
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for uniform in shader.get_shader_uniform_list():
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var uniform_name: String = uniform["name"]
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# if start with use_ there is a relevant define options
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if uniform_name.begins_with("use_"):
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var shader_parameter = get_shader_parameter(uniform_name)
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# if use_ shader parameter is true (1) then set the define option
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# to enable the effect
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if shader_parameter != null && int(shader_parameter) == 1:
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# extract define option from shader_parameter name
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# for example use_uv_wave becomes -> UV_WAVE
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var define_option = uniform_name.replace("use_", "").to_upper()
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template_code += "#define %s\n" % define_option
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# update final code to include description template, the define options
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# and the shader include string at the end
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shader.code = template_header + template_code + shader_include_str
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func _init() -> void:
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if Engine.is_editor_hint():
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shader = Shader.new()
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shader.resource_name = "VFEZ2DPreview"
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_update_shader_code()
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