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Pattern node.
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@ -123,6 +123,7 @@ func add_slot_line_edit(getter : String, setter : String, slot_name : String, pl
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func add_slot_enum(getter : String, setter : String, slot_name : String, values : Array) -> int:
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var bc : VBoxContainer = VBoxContainer.new()
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if slot_name:
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var l : Label = Label.new()
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l.text = slot_name
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bc.add_child(l)
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@ -372,6 +372,9 @@ enum CombinerType {
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POW
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}
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#"Sine,Triangle,Square,Sawtooth,Constant,Bounce"
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#"Multiply,Add,Max,Min,Xor,Pow"
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#float $(name)_fct(vec2 uv) {
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# return mix_$(mix)(wave_$(x_wave)($(x_scale)*uv.x), wave_$(y_wave)($(y_scale)*uv.y));
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#}
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82
game/addons/mat_maker_gd/nodes/pattern/pattern.gd
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82
game/addons/mat_maker_gd/nodes/pattern/pattern.gd
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@ -0,0 +1,82 @@
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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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#----------------------
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#pattern.mmg
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#Outputs: $(name)_fct($(uv))
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#Combiner, enum, default: 0, values (CombinerType): Multiply, Add, Max, Min, Xor, Pow
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#Pattern_x_type, enum, default: 5, values (CombinerAxisType): Sine, Triangle, Square, Sawtooth, Constant, Bounce
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#Pattern_y_type, enum, default: 5, values (CombinerAxisType): Sine, Triangle, Square, Sawtooth, Constant, Bounce
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#Pattern_Repeat, vector2, min: 0, max: 32, default:4, step: 1
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export(Resource) var image : Resource
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export(int, "Multiply,Add,Max,Min,Xor,Pow") var combiner_type : int = 0
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export(int, "Sine,Triangle,Square,Sawtooth,Constant,Bounce") var combiner_axis_type_x : int = 0
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export(int, "Sine,Triangle,Square,Sawtooth,Constant,Bounce") var combiner_axis_type_y : int = 0
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export(Vector2) var repeat : Vector2 = Vector2(4, 4)
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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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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_enum("get_combiner_type", "set_combiner_type", "Combiner Type", [ "Multiply", "Add" , "Max", "Min", "Xor", "Pow" ])
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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" ])
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mm_graph_node.add_slot_enum("get_combiner_axis_type_y", "set_combiner_axis_type_y", "", [ "Sine", "Triangle", "Square", "Sawtooth", "Constant", "Bounce" ])
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mm_graph_node.add_slot_vector2("get_repeat", "set_repeat", "Repeat", 1)#, Vector2(0, 32))
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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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var f : float = Patterns.pattern(uv, repeat.x, repeat.y, combiner_type, combiner_axis_type_x, combiner_axis_type_y)
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return Color(f, f, f, 1)
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#combiner_type
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func get_combiner_type() -> int:
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return combiner_type
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func set_combiner_type(val : int) -> void:
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combiner_type = val
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set_dirty(true)
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#combiner_axis_type_x
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func get_combiner_axis_type_x() -> int:
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return combiner_axis_type_x
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func set_combiner_axis_type_x(val : int) -> void:
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combiner_axis_type_x = val
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set_dirty(true)
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#combiner_axis_type_y
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func get_combiner_axis_type_y() -> int:
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return combiner_axis_type_y
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func set_combiner_axis_type_y(val : int) -> void:
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combiner_axis_type_y = val
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set_dirty(true)
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#repeat
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func get_repeat() -> Vector2:
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return repeat
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func set_repeat(val : Vector2) -> void:
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repeat = val
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set_dirty(true)
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@ -1,61 +0,0 @@
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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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var image : Image
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var tex : ImageTexture
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export(Vector2) var bmin : Vector2 = Vector2(0.1, 0.1)
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export(Vector2) var bmax : Vector2 = Vector2(1, 1)
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export(bool) var refresh setget reff,reffg
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func _ready():
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if !Engine.editor_hint:
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gen()
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func gen() -> void:
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if !image:
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image = Image.new()
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image.create(300, 300, false, Image.FORMAT_RGBA8)
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if !tex:
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tex = ImageTexture.new()
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# var bmin : Vector2 = Vector2(0.1, 0.1)
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# var bmax : Vector2 = Vector2(1, 1)
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image.lock()
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var w : float = image.get_width()
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var h : float = image.get_width()
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var pseed : float = randf() + randi()
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for x in range(image.get_width()):
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for y in range(image.get_height()):
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var v : Vector2 = Vector2(x / w, y / h)
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var f : float = Patterns.pattern(v, 4, 4, Patterns.CombinerType.MULTIPLY, Patterns.CombinerAxisType.SINE, Patterns.CombinerAxisType.SINE)
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var col : Color = Color(f, f, f, 1)
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image.set_pixel(x, y, col)
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image.unlock()
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tex.create_from_image(image)
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# texture = tex
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#var p_o7009_x_scale = 4.000000000;
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#var p_o7009_y_scale = 4.000000000;
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func reffg():
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return false
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func reff(bb):
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if bb:
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gen()
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