broken_seals/game/addons/mat_maker_gd/nodes/pattern/pattern.gd

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GDScript3
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2021-10-18 14:01:18 +02:00
tool
extends MMNode
var Patterns = preload("res://addons/mat_maker_gd/nodes/common/patterns.gd")
export(Resource) var image : Resource
export(int, "Multiply,Add,Max,Min,Xor,Pow") var combiner_type : int = 0
export(int, "Sine,Triangle,Square,Sawtooth,Constant,Bounce") var combiner_axis_type_x : int = 0
export(int, "Sine,Triangle,Square,Sawtooth,Constant,Bounce") var combiner_axis_type_y : int = 0
export(Vector2) var repeat : Vector2 = Vector2(4, 4)
func _init_properties():
if !image:
image = MMNodeUniversalProperty.new()
image.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
image.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
register_output_property(image)
func _register_methods(mm_graph_node) -> void:
mm_graph_node.add_slot_texture_universal(image)
mm_graph_node.add_slot_enum("get_combiner_type", "set_combiner_type", "Combiner Type", [ "Multiply", "Add" , "Max", "Min", "Xor", "Pow" ])
mm_graph_node.add_slot_enum("get_combiner_axis_type_x", "set_combiner_axis_type_x", "Combiner Axis type", [ "Sine", "Triangle", "Square", "Sawtooth", "Constant", "Bounce" ])
mm_graph_node.add_slot_enum("get_combiner_axis_type_y", "set_combiner_axis_type_y", "", [ "Sine", "Triangle", "Square", "Sawtooth", "Constant", "Bounce" ])
mm_graph_node.add_slot_vector2("get_repeat", "set_repeat", "Repeat", 1)#, Vector2(0, 32))
func _render(material) -> void:
var img : Image = render_image(material)
image.set_value(img)
func get_value_for(uv : Vector2, pseed : int) -> Color:
var f : float = Patterns.pattern(uv, repeat.x, repeat.y, combiner_type, combiner_axis_type_x, combiner_axis_type_y)
return Color(f, f, f, 1)
#combiner_type
func get_combiner_type() -> int:
return combiner_type
func set_combiner_type(val : int) -> void:
combiner_type = val
set_dirty(true)
#combiner_axis_type_x
func get_combiner_axis_type_x() -> int:
return combiner_axis_type_x
func set_combiner_axis_type_x(val : int) -> void:
combiner_axis_type_x = val
set_dirty(true)
#combiner_axis_type_y
func get_combiner_axis_type_y() -> int:
return combiner_axis_type_y
func set_combiner_axis_type_y(val : int) -> void:
combiner_axis_type_y = val
set_dirty(true)
#repeat
func get_repeat() -> Vector2:
return repeat
func set_repeat(val : Vector2) -> void:
repeat = val
set_dirty(true)