rj-action-library/Runtime/Shading/Generators/Spatial/Emission/EmissionModule.cs

100 lines
2.3 KiB
C#

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<ShaderVariant> 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;
}
}
}