using Godot; using System.Reflection; using System.Collections.Generic; namespace Rokojori { [Tool] [GlobalClass] public partial class EmissionModule:TextureModule { public EmissionModule() { _domainName = "emission"; _domainScaleName = "emission"; _domainIntensityName = "emissionIntensity"; _domainValueName = "emission"; _target = "EMISSION"; _srgb = true; _type = TextureChannelType.RGB; scaleType = TextureChannelType.RGB; } [Export] public TextureFilter filter = TextureFilter.Linear_MipMap_Anisotropic; public enum EmissionMode { Texture, Texture_Tint, Texture_Tint_Intensity } [Export] public EmissionMode mode = EmissionMode.Texture_Tint_Intensity; [Export] public bool srgb = true; [Export] public bool repeat = true; [Export] public string uvChannel = "UV"; [Export] public TextureDefault textureDefault = TextureDefault.Black; [Export] public AssignmentType assignmentType = AssignmentType.Set; [Export] public EmissionOverlayLayer[] overlayLayers = []; public override void GrabValues() { _domainMode = EmissionMode.Texture == mode ? DomainMode.Texture : EmissionMode.Texture_Tint == mode ? DomainMode.Texture_Scale : DomainMode.Texture_Scale_Intensity; _textureFilter = filter; _srgb = srgb; _repeat = repeat; _textureDefault = textureDefault; _uvChannel = uvChannel; _assignmentType = assignmentType; } public override List GetVariants( ShaderGenerationContext context ) { var variants = base.GetVariants( context ); if ( overlayLayers != null ) { overlayLayers.ForEach( ( layer )=> { var layerName = "emission" + ( overlayLayers.IndexOf( layer ) + 2 ); var uniformGroup = "emission" + ( overlayLayers.IndexOf( layer ) + 2 ); layer.uniformGroup = uniformGroup; var shaderCode = layer.GetOverlayCode( context, layerName, "EMISSION", "EMISSION" ); if ( shaderCode == null ) { return; } variants = ShaderVariant.CombineVariants( variants, ToVariants( shaderCode ) ); } ); } return variants; } } }