mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-28 13:27:10 +01:00
135 lines
4.2 KiB
GDScript3
135 lines
4.2 KiB
GDScript3
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tool
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extends MMNode
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var Patterns = preload("res://addons/mat_maker_gd/nodes/common/patterns.gd")
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export(Resource) var out_main : Resource
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export(Resource) var out_horizontal_map : Resource
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export(Resource) var out_vertical_map : Resource
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export(Vector2) var size : Vector2 = Vector2(4, 4)
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export(Resource) var width : Resource
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export(int) var stitch : int = 1
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func _init_properties():
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if !out_main:
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out_main = MMNodeUniversalProperty.new()
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out_main.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
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out_main.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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if !out_horizontal_map:
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out_horizontal_map = MMNodeUniversalProperty.new()
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out_horizontal_map.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
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out_horizontal_map.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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if !out_vertical_map:
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out_vertical_map = MMNodeUniversalProperty.new()
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out_vertical_map.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
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out_vertical_map.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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if !width:
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width = MMNodeUniversalProperty.new()
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width.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_VECTOR2
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width.set_default_value(Vector2(0.9, 0.9))
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width.input_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_UNIVERSAL
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width.slot_name = "Width"
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width.value_step = 0.01
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width.value_range = Vector2(0, 1)
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register_output_property(out_main)
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register_output_property(out_horizontal_map)
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register_output_property(out_vertical_map)
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register_input_property(width)
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func _register_methods(mm_graph_node) -> void:
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mm_graph_node.add_slot_texture_universal(out_main)
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mm_graph_node.add_slot_texture_universal(out_horizontal_map)
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mm_graph_node.add_slot_texture_universal(out_vertical_map)
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mm_graph_node.add_slot_vector2("get_size", "set_size", "Size")#, Vector2(1, 32))#, Vector2(0, 32))
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mm_graph_node.add_slot_vector2_universal(width)
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mm_graph_node.add_slot_int("get_stitch", "set_stitch", "Stitch")
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func _render(material) -> void:
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var main_pattern : Image = Image.new()
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var horizontal_map : Image = Image.new()
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var vertical_map : Image = Image.new()
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main_pattern.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8)
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horizontal_map.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8)
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vertical_map.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8)
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main_pattern.lock()
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horizontal_map.lock()
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vertical_map.lock()
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var w : float = material.image_size.x
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var h : float = material.image_size.y
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var pseed : float = randf() + randi()
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for x in range(material.image_size.x):
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for y in range(material.image_size.y):
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var uv : Vector2 = Vector2(x / w, y / h)
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var width_val : Vector2 = width.get_value(uv)
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#vec3 $(name_uv) = weave2($uv, vec2($columns, $rows), $stitch, $width_x*$width_map($uv), $width_y*$width_map($uv));
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var weave : Vector3 = Patterns.weave2(uv, size, stitch, width_val.x, width_val.y);
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#Outputs:
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#Output (float) - Shows the generated greyscale weave pattern.
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#$(name_uv).x
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var main_pattern_col : Color = Color(weave.x, weave.x, weave.x, 1)
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#Horizontal mask (float) - Horizontal mask
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#$(name_uv).y
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var horizontal_map_col : Color = Color(weave.y, weave.y, weave.y, 1)
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#Vertical mask (float) - Mask for vertical stripes
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#$(name_uv).z
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var vertical_map_col : Color = Color(weave.z, weave.z, weave.z, 1)
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main_pattern.set_pixel(x, y, main_pattern_col)
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horizontal_map.set_pixel(x, y, horizontal_map_col)
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vertical_map.set_pixel(x, y, vertical_map_col)
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main_pattern.unlock()
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horizontal_map.unlock()
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vertical_map.unlock()
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out_main.set_value(main_pattern)
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out_horizontal_map.set_value(horizontal_map)
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out_vertical_map.set_value(vertical_map)
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func get_value_for(uv : Vector2, pseed : int) -> Color:
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return Color()
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#size
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func get_size() -> Vector2:
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return size
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func set_size(val : Vector2) -> void:
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size = val
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set_dirty(true)
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#stitch
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func get_stitch() -> int:
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return stitch
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func set_stitch(val : int) -> void:
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stitch = val
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set_dirty(true)
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