cirnogodot/VFEZ/vfez_material_3d.gd
2025-03-09 15:58:26 +01:00

262 lines
6.9 KiB
GDScript

@tool
extends ShaderMaterial
class_name VFEZMaterial3D
enum BlendModeEnum
{
Mix = 0,
Add = 1,
Subtract = 2,
Multiply = 3,
Premultiplied_Alpha= 4
}
enum DepthDrawModeEnum
{
Opaque = 0,
Always = 1,
Never = 2
}
enum CullModeEnum
{
Back = 0,
Front = 1,
Disabled = 2
}
enum DiffuseModeEnum
{
Lambert = 0,
Lambert_Wrap = 1,
Burley = 2,
Toon = 3,
}
enum SpecularModeEnum
{
Schlick_Ggx = 0,
Toon = 1,
Disabled = 2
}
enum ShadingModeEnum
{
Unshaded = 0,
Shaded = 1
}
enum BillboardModeEnum
{
Disabled = 0,
Enabled = 1,
Y = 2,
Particle = 3,
}
@export_group("Render Options")
@export var BlendMode: BlendModeEnum:
get:
return _blendMode
set(value):
_blendMode = value
_update_shader_code()
@export var DepthDrawMode: DepthDrawModeEnum:
get:
return _depthDrawMode
set(value):
_depthDrawMode = value
_update_shader_code()
@export var CullMode: CullModeEnum:
get:
return _cullMode
set(value):
_cullMode = value
_update_shader_code()
@export var DiffuseMode: DiffuseModeEnum:
get:
return _diffuseMode
set(value):
_diffuseMode = value
_update_shader_code()
@export var SpecularMode: SpecularModeEnum:
get:
return _specularMode
set(value):
_specularMode = value
_update_shader_code()
@export var ShadingMode: ShadingModeEnum:
get:
return _shadingMode
set(value):
_shadingMode = value
_update_shader_code()
@export var BillboardMode: BillboardModeEnum:
get:
return _billboardMode
set(value):
_billboardMode = value
_update_shader_code()
@export var BillboardKeepScale: bool:
get:
return _billboardKeepScale
set(value):
_billboardKeepScale = value
_update_shader_code()
@export var NoDepthTest: bool:
get:
return _noDepthTest
set(value):
_noDepthTest = value
_update_shader_code()
var _blendMode: BlendModeEnum = BlendModeEnum.Mix
var _depthDrawMode: DepthDrawModeEnum = DepthDrawModeEnum.Opaque
var _cullMode: CullModeEnum = CullModeEnum.Back
var _diffuseMode: DiffuseModeEnum = DiffuseModeEnum.Lambert
var _specularMode: SpecularModeEnum = SpecularModeEnum.Schlick_Ggx
var _shadingMode: ShadingModeEnum = ShadingModeEnum.Unshaded
var _billboardMode: BillboardModeEnum = BillboardModeEnum.Disabled
var _billboardKeepScale: bool
var _noDepthTest: bool
# handle property gets.
# if is shader property set it in shader
# and if it starts with use_ update shader code to include new definitions
# if is render property set new value and update shader code
func _set(property, value):
if property.begins_with("shader_parameter/"):
set_shader_parameter(property.replace("shader_parameter/", ""), value)
if property.begins_with("shader_parameter/use_"):
_update_shader_code()
func generate_render_options_definition_string() -> String:
var definition_string: String = ""
match _blendMode:
BlendModeEnum.Mix:
definition_string += "#define BLEND_MIX\n"
BlendModeEnum.Add:
definition_string += "#define BLEND_ADD\n"
BlendModeEnum.Subtract:
definition_string += "#define BLEND_SUB\n"
BlendModeEnum.Multiply:
definition_string += "#define BLEND_MUL\n"
BlendModeEnum.Premultiplied_Alpha:
definition_string += "#define BLEND_PREMUL_ALPHA\n"
match _depthDrawMode:
DepthDrawModeEnum.Opaque:
definition_string += "#define DEPTH_DRAW_OPAQUE\n"
DepthDrawModeEnum.Always:
definition_string += "#define DEPTH_DRAW_ALWAYS\n"
DepthDrawModeEnum.Never:
definition_string += "#define DEPTH_DRAW_NEVER\n"
match _cullMode:
CullModeEnum.Back:
definition_string += "#define CULL_BACK\n"
CullModeEnum.Front:
definition_string += "#define CULL_FRONT\n"
CullModeEnum.Disabled:
definition_string += "#define CULL_DISABLED\n"
match _diffuseMode:
DiffuseModeEnum.Lambert:
definition_string += "#define DIFFUSE_LAMBERT\n"
DiffuseModeEnum.Lambert_Wrap:
definition_string += "#define DIFFUSE_LABERT_WRAP\n"
DiffuseModeEnum.Burley:
definition_string += "#define DIFFUSE_BURLEY\n"
DiffuseModeEnum.Toon:
definition_string += "#define DIFFUSE_TOON\n"
match _specularMode:
SpecularModeEnum.Schlick_Ggx:
definition_string += "#define SPECULAR_SCHLICK_GGX\n"
SpecularModeEnum.Toon:
definition_string += "#define SPECULAR_TOON\n"
SpecularModeEnum.Disabled:
definition_string += "#define SPECULAR_DISABLED\n"
match _shadingMode:
ShadingModeEnum.Unshaded:
definition_string += "#define UNSHADED\n"
match _billboardMode:
BillboardModeEnum.Enabled:
definition_string += "#define BILLBOARD_ENABLED\n"
BillboardModeEnum.Y:
definition_string += "#define BILLBOARD_Y\n"
BillboardModeEnum.Particle:
definition_string += "#define BILLBOARD_PARTICLE\n"
if _noDepthTest:
definition_string += "#define NO_DEPTH_TEST\n"
if _billboardKeepScale:
definition_string += "#define BILLBOARD_KEEP_SCALE\n"
return definition_string
# update shader code to include new option definitions
func _update_shader_code():
if not Engine.is_editor_hint():
return
var template_header = """
// This shader was dynamically generated by the VFEZ material.
// **********************************
// Every change to the VFEZ material Render Options or
// Include Options generates a new shader. After every change
// you can click on the new exported shader in the editor to view
// the latest changes. Only the definitions (#define) actually change.
// **********************************
"""
# find current directory name and create absolute include path for template shader
var base_dir_name = get_script().get_path().get_base_dir()
var shader_include_str: String = "#include \"" + base_dir_name + "/Shaders/vfez_3d_template.gdshaderinc\"\n"
var template_code: String = "shader_type spatial;\n"
# we duplicate the shader, else the code bugs
# if the generated shader is open in the editor
shader = shader.duplicate()
# initialize the shader code with the included shader template.
# This is necessary to be able to read the shader uniforms later.
shader.code = template_code + shader_include_str
template_code += generate_render_options_definition_string()
# set all shader definition options based on the relevant use_X uniform values
for uniform in shader.get_shader_uniform_list():
var uniform_name: String = uniform["name"]
# if start with use_ there is a relevant define options
if uniform_name.begins_with("use_"):
var shader_parameter = get_shader_parameter(uniform_name)
# if use_ shader parameter is true (1) then set the define option
# to enable the effect
if shader_parameter != null && int(shader_parameter) == 1:
# extract define option from shader_parameter name
# for example use_uv_wave becomes -> UV_WAVE
var define_option = uniform_name.replace("use_", "").to_upper()
template_code += "#define %s\n" % define_option
# update final code to include description template, the define options
# and the shader include string at the end
shader.code = template_header + template_code + shader_include_str
func _init() -> void:
if Engine.is_editor_hint():
shader = Shader.new()
shader.resource_name = "VFEZ3DPreview"
_update_shader_code()