diff --git a/game/addons/mat_maker_gd/nodes/common/noises.gd b/game/addons/mat_maker_gd/nodes/common/noises.gd index 98a29dd0..b6c000dc 100644 --- a/game/addons/mat_maker_gd/nodes/common/noises.gd +++ b/game/addons/mat_maker_gd/nodes/common/noises.gd @@ -30,15 +30,6 @@ const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") #grid_size, float, default: 4, min: 2, max: 12, step: 1 #density, float, default: 0.5, min: 0, max: 1, step: 0.01 - -#float dots(vec2 uv, float size, float density, float seed) { -# vec2 seed2 = rand2(vec2(seed, 1.0-seed)); -# uv /= size; -# vec2 point_pos = floor(uv)+vec2(0.5); -# float color = step(rand(seed2+point_pos), density); -# return color; -#} - #---------------------- #noise_anisotropic.mmg #Generates x-axis interpolated value noise @@ -102,9 +93,20 @@ const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") # } # ], -static func dots(uv : Vector2, size : float, density : float, pseed : float) -> float: - return 0.0 +#float dots(vec2 uv, float size, float density, float seed) { +# vec2 seed2 = rand2(vec2(seed, 1.0-seed)); +# uv /= size; +# vec2 point_pos = floor(uv)+vec2(0.5); +# float color = step(rand(seed2+point_pos), density); +# return color; +#} +static func dots(uv : Vector2, size : float, density : float, pseed : float) -> float: + var seed2 : Vector2 = Commons.rand2(Vector2(pseed, 1.0 - pseed)) + uv /= size + var point_pos : Vector2 = Commons.floorv2(uv) + Vector2(0.5, 0.5) + var color : float = Commons.step(Commons.rand2(seed2 + point_pos).x, density); + return color #float anisotropic(vec2 uv, vec2 size, float seed, float smoothness, float interpolation) {\n\ # tvec2 seed2 = rand2(vec2(seed, 1.0-seed));\n\t\n\t diff --git a/game/addons/mat_maker_gd/nodes/noise/noise.gd b/game/addons/mat_maker_gd/nodes/noise/noise.gd new file mode 100644 index 00000000..30e23eef --- /dev/null +++ b/game/addons/mat_maker_gd/nodes/noise/noise.gd @@ -0,0 +1,52 @@ +tool +extends MMNode + +var Noises = preload("res://addons/mat_maker_gd/nodes/common/noises.gd") + +export(Resource) var image : Resource + +export(int) var grid_size : int = 16 +export(float) var density : float = 0.5 + +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_int("get_grid_size", "set_grid_size", "Grid Size")#, Vector2(1, 10)) + mm_graph_node.add_slot_float("get_density", "set_density", "Density", 0.01)#, Vector2(0, 1)) + +func get_value_for(uv : Vector2, pseed : int) -> Color: + var ps : float = 1.0 / float(pseed) + + #return dots(uv, 1.0/$(size), $(density), $(seed)); + var f : float = Noises.dots(uv, 1.0 / float(grid_size), density, ps) + + return Color(f, f, f, 1) + +func _render(material) -> void: + var img : Image = render_image(material) + + image.set_value(img) + +func get_grid_size() -> int: + return grid_size + +func set_grid_size(val : int) -> void: + grid_size = val + + set_dirty(true) + +func get_density() -> float: + return density + +func set_density(val : float) -> void: + density = val + + set_dirty(true)