mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-25 01:17:10 +01:00
119 lines
3.3 KiB
GDScript3
119 lines
3.3 KiB
GDScript3
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tool
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extends MMNode
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var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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var SDF2D = preload("res://addons/mat_maker_gd/nodes/common/sdf2d.gd")
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export(Resource) var image : Resource
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export(Resource) var input : Resource
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export(Vector2) var a : Vector2 = Vector2(-0.35, -0.2)
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export(Vector2) var b : Vector2 = Vector2(0, 0.5)
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export(Vector2) var c : Vector2 = Vector2(0.35, -0.2)
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export(float) var width : float = 0.05
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export(int) var repeat : int = 1
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func _init_properties():
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if !image:
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image = MMNodeUniversalProperty.new()
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image.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
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image.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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if !input:
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input = MMNodeUniversalProperty.new()
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input.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_FLOAT
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input.set_default_value(1.0)
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input.input_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_UNIVERSAL
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input.slot_name = ">>> Input "
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register_input_property(input)
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register_output_property(image)
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func _register_methods(mm_graph_node) -> void:
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mm_graph_node.add_slot_texture_universal(image)
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mm_graph_node.add_slot_label_universal(input)
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mm_graph_node.add_slot_vector2("get_a", "set_a", "A", 0.01)
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mm_graph_node.add_slot_vector2("get_b", "set_b", "B", 0.01)
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mm_graph_node.add_slot_vector2("get_c", "set_c", "C", 0.01)
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mm_graph_node.add_slot_float("get_width", "set_width", "Width", 0.01)
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mm_graph_node.add_slot_int("get_repeat", "set_repeat", "Repeat")
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func get_value_for(uv : Vector2, pseed : int) -> Color:
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var nuv : Vector2 = transform_uv(uv)
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var f : float = 0
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if nuv.x != 0 && nuv.y != 0:
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f = input.get_value(nuv)
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return Color(f, f, f, 1)
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func _render(material) -> void:
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var img : Image = render_image(material)
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image.set_value(img)
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func transform_uv(uv : Vector2) -> Vector2:
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#vec2 $(name_uv)_bezier = sdBezier($uv, vec2($ax+0.5, $ay+0.5), vec2($bx+0.5, $by+0.5), vec2($cx+0.5, $cy+0.5));
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var bezier : Vector2 = SDF2D.sdBezier(uv, Vector2(a.x + 0.5, a.y + 0.5), Vector2(b.x + 0.5, b.y + 0.5), Vector2(c.x + 0.5, c.y + 0.5))
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#vec2 $(name_uv)_uv = vec2($(name_uv)_bezier.x, $(name_uv)_bezier.y / $width+0.5);
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var new_uv : Vector2 = Vector2(bezier.x, bezier.y / width + 0.5)
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#vec2 $(name_uv)_uvtest = step(vec2(0.5), abs($(name_uv)_uv-vec2(0.5)));
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var uv_test : Vector2 = Commons.stepv2(Vector2(0.5, 0.5), Commons.absv2(new_uv - Vector2(0.5, 0.5)))
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#$(name_uv)_uv = mix(vec2(fract($repeat*$(name_uv)_uv.x), $(name_uv)_uv.y), vec2(0.0), max($(name_uv)_uvtest.x, $(name_uv)_uvtest.y));
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var final_uv : Vector2 = lerp(Vector2(Commons.fract(repeat * new_uv.x), new_uv.y), Vector2(), max(uv_test.x, uv_test.y))
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return final_uv
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#b
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func get_a() -> Vector2:
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return a
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func set_a(val : Vector2) -> void:
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a = val
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set_dirty(true)
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#b
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func get_b() -> Vector2:
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return b
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func set_b(val : Vector2) -> void:
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b = val
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set_dirty(true)
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#c
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func get_c() -> Vector2:
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return c
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func set_c(val : Vector2) -> void:
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c = val
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set_dirty(true)
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#width
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func get_width() -> float:
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return width
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func set_width(val : float) -> void:
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width = val
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set_dirty(true)
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#repeat
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func get_repeat() -> int:
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return repeat
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func set_repeat(val : int) -> void:
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repeat = val
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set_dirty(true)
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