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fill_to_color and fill_to_random_color nodes for mat_maker_gd.
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@ -110,6 +110,8 @@ func add_slot_color(getter : String, setter : String) -> int:
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cp.color = _node.call(getter)
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cp.connect("color_changed", _node, setter)
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return slot_idx
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func add_slot_color_universal(property : MMNodeUniversalProperty) -> int:
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70
game/addons/mat_maker_gd/nodes/filter/fill_to_color.gd
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70
game/addons/mat_maker_gd/nodes/filter/fill_to_color.gd
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@ -0,0 +1,70 @@
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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 Fills = preload("res://addons/mat_maker_gd/nodes/common/fills.gd")
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export(Resource) var image : Resource
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export(Resource) var input : Resource
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export(Resource) var color_map : Resource
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export(Color) var edge_color : Color = Color(1, 1, 1, 1)
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func _init_properties():
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if !input:
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input = MMNodeUniversalProperty.new()
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input.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_COLOR
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input.set_default_value(Color(0, 0, 0, 1))
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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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if !color_map:
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color_map = MMNodeUniversalProperty.new()
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color_map.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_COLOR
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color_map.set_default_value(Color(1, 1, 1, 1))
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color_map.input_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_UNIVERSAL
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color_map.slot_name = ">>> Color Map "
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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.input_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_FLOAT
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image.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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#image.force_override = true
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register_input_property(input)
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register_input_property(color_map)
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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_label_universal(input)
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mm_graph_node.add_slot_label_universal(color_map)
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mm_graph_node.add_slot_texture_universal(image)
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mm_graph_node.add_slot_color("get_edge_color", "set_edge_color")
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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 get_value_for(uv : Vector2, pseed : int) -> Color:
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#vec4 $(name_uv)_bb = $in($uv);
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var c : Color = input.get_value(uv)
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#mix($edgecolor, $map(fract($(name_uv)_bb.xy+0.5*$(name_uv)_bb.zw)), step(0.0000001, dot($(name_uv)_bb.zw, vec2(1.0))))
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var rc : Color = color_map.get_value(Commons.fractv2(Vector2(c.r, c.g) + 0.5 * Vector2(c.b, c.a)))
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var s : float = Commons.step(0.0000001, Vector2(c.b, c.a).dot(Vector2(1, 1)))
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return lerp(edge_color, rc, s)
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#edge_color
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func get_edge_color() -> Color:
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return edge_color
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func set_edge_color(val : Color) -> void:
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edge_color = val
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set_dirty(true)
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@ -0,0 +1,61 @@
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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 Fills = preload("res://addons/mat_maker_gd/nodes/common/fills.gd")
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export(Resource) var image : Resource
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export(Resource) var input : Resource
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export(Color) var edge_color : Color = Color(1, 1, 1, 1)
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func _init_properties():
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if !input:
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input = MMNodeUniversalProperty.new()
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input.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_COLOR
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input.set_default_value(Color(0, 0, 0, 1))
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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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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.input_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_FLOAT
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image.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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#image.force_override = true
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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_label_universal(input)
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mm_graph_node.add_slot_texture_universal(image)
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mm_graph_node.add_slot_color("get_edge_color", "set_edge_color")
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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 get_value_for(uv : Vector2, pseed : int) -> Color:
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#vec4 $(name_uv)_bb = $in($uv);
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var c : Color = input.get_value(uv)
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#mix($edgecolor.rgb, rand3(vec2(float($seed), rand(vec2(rand($(name_uv)_bb.xy), rand($(name_uv)_bb.zw))))), step(0.0000001, dot($(name_uv)_bb.zw, vec2(1.0))))
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var r1 : float = Commons.rand(Vector2(c.r, c.g))
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var r2 : float = Commons.rand(Vector2(c.b, c.a))
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var s : float = Commons.step(0.0000001, Vector2(c.b, c.a).dot(Vector2(1, 1)))
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var f : Vector3 = lerp(Vector3(edge_color.r, edge_color.g, edge_color.b), Commons.rand3(Vector2(1.0 / float(pseed), Commons.rand(Vector2(r1, r2)))), s)
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return Color(f.x, f.y, f.z, 1)
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#edge_color
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func get_edge_color() -> Color:
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return edge_color
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func set_edge_color(val : Color) -> void:
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edge_color = val
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set_dirty(true)
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