IChing node.

This commit is contained in:
Relintai 2021-10-18 18:44:39 +02:00
parent a186c71f9a
commit 6ea422c166
2 changed files with 40 additions and 66 deletions

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tool
extends MMNode
var Patterns = preload("res://addons/mat_maker_gd/nodes/common/patterns.gd")
export(Resource) var image : Resource
export(Vector2) var size : Vector2 = Vector2(4, 4)
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_vector2("get_size", "set_size", "Size", 1)
func _render(material) -> void:
var img : Image = render_image(material)
image.set_value(img)
func get_value_for(uv : Vector2, pseed : int) -> Color:
var ps : float = 1.0 / float(pseed)
#IChing(vec2($columns, $rows)*$uv, float($seed))
return Patterns.IChingc(uv, size, ps)
#size
func get_size() -> Vector2:
return size
func set_size(val : Vector2) -> void:
size = val
set_dirty(true)

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tool
extends MMNode
var Patterns = preload("res://addons/mat_maker_gd/nodes/common/patterns.gd")
var image : Image
var tex : ImageTexture
export(Vector2) var bmin : Vector2 = Vector2(0.1, 0.1)
export(Vector2) var bmax : Vector2 = Vector2(1, 1)
export(bool) var refresh setget reff,reffg
func _ready():
if !Engine.editor_hint:
gen()
func gen() -> void:
if !image:
image = Image.new()
image.create(300, 300, false, Image.FORMAT_RGBA8)
if !tex:
tex = ImageTexture.new()
# var bmin : Vector2 = Vector2(0.1, 0.1)
# var bmax : Vector2 = Vector2(1, 1)
image.lock()
var w : float = image.get_width()
var h : float = image.get_width()
var pseed : float = randf() + randi()
for x in range(image.get_width()):
for y in range(image.get_height()):
var v : Vector2 = Vector2(x / w, y / h)
# var f : float = pattern(v, 4, 4, CombinerType.MULTIPLY, CombinerAxisType.SINE, CombinerAxisType.SINE)
var col : Color = IChingc(v)
image.set_pixel(x, y, col)
image.unlock()
tex.create_from_image(image)
# texture = tex
var seed_o57193 = 16936;
var p_o57193_columns = 2.000000000;
var p_o57193_rows = 2.000000000;
func IChingc(uv : Vector2) -> Color:
return Patterns.IChingc(uv, Vector2(p_o57193_columns, p_o57193_rows), float(seed_o57193));
func reffg():
return false
func reff(bb):
if bb:
gen()