97 lines
3.1 KiB
GDScript
Executable File
97 lines
3.1 KiB
GDScript
Executable File
#!/usr/bin/env -S godot -s --headless
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# To be called with args "++ basename, basename, ..."
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# Fragile script
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# Relies on instantiating instead of using set_script
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# Godot ignores exported properties unless you reload script
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# Can't call methods directly because it's a parse error
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# Also can't use .set() because then the properties aren't exported.
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@tool
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extends SceneTree
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var bundle_name := "bundle.res"
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func _init():
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var script := GDScript.new()
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var basenames := OS.get_cmdline_user_args()
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script.source_code = make_all_headers(basenames, true)
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script.reload()
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var res: Resource = script.new()
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res.basenames = basenames
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for basename in basenames:
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add_images(res, basename)
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var shader := ShaderInclude.new()
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for basename in basenames:
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shader.code += make_shader(basename)
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script.source_code = make_all_headers(basenames, false)
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# Cannot use built-in scripts
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# See: https://github.com/godotengine/godot/issues/85876
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script.resource_path = "res://bundle/bundle.gd"
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ResourceSaver.save(script, "res://bundle/bundle.gd")
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res.shader = shader
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res.shader.resource_name = "shader"
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shader.resource_path = "res://bundle/bundle.gdshaderinc"
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ResourceSaver.save(shader, "res://bundle/bundle.gdshaderinc", ResourceSaver.FLAG_CHANGE_PATH)
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ResourceSaver.save(res, "res://bundle/" + bundle_name, ResourceSaver.FLAG_CHANGE_PATH)
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quit()
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func make_all_shaders(basenames):
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for basename in basenames:
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pass
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func make_shader(basename: String):
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var code = "\nuniform sampler2D image_" + basename + ": repeat_disable;\n"
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code += "uniform sampler2D image_mask_" + basename + ": repeat_disable;\n"
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code += "uniform bool enabled_" + basename + " = false;\n"
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code += "uniform int start_time_" + basename + ";\n"
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return code
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func make_all_headers(basenames, include_setters):
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var header := "extends Resource\n"
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header += "@export var basenames: PackedStringArray\n"
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header += "@export var shader: ShaderInclude\n"
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for basename in basenames:
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header += make_header(basename)
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if include_setters:
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header += make_setters(basename)
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return header + attach_code(basenames)
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func attach_code(basenames):
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var code := "\nfunc attach(mat: ShaderMaterial):\n"
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for basename in basenames:
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code += " mat.set_shader_parameter('image_"+basename+"', image_"+basename+")\n"
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code += " mat.set_shader_parameter('image_mask_"+basename+"', image_mask_"+basename+")\n"
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return code
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func make_header(basename: String):
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var header := "@export var image_" + basename + ": Texture2D\n"
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header += "@export var image_mask_" + basename + ": Texture2D\n"
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return header
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func make_setters(basename: String):
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var body := """
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func set_image_"""+basename+"""(image):\n image_""" + basename + """ = image
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func set_image_mask_"""+basename+"""(image):\n image_mask_""" + basename + """ = image
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"""
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return body
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func add_images(res, basename: String):
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var img := Image.new()
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img.load(basename + ".exr")
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var tex := ImageTexture.create_from_image(img)
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res.call("set_image_"+basename, tex)
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img = Image.new()
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img.load(basename + "_mask.exr")
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tex = ImageTexture.create_from_image(img)
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res.call("set_image_mask_"+basename, tex)
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