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https://github.com/Relintai/broken_seals.git
synced 2024-12-21 13:16:49 +01:00
Added uniform and greyscale_uniform nodes for mat_maker_gd.
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01bb81675e
commit
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@ -13,7 +13,7 @@ script = ExtResource( 1 )
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__meta__ = {
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"_edit_use_anchors_": false
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}
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slot_colors = PoolColorArray( 0.905882, 0.0627451, 0.0627451, 1, 0.431373, 0.0352941, 0.0352941, 1, 0.827451, 0.376471, 0.376471, 1, 0.0431373, 0.478431, 0.427451, 1, 0.352941, 0.0352941, 0.341176, 1, 0.372549, 0.372549, 0.372549, 1 )
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slot_colors = PoolColorArray( 0.905882, 0.0627451, 0.0627451, 1, 0.431373, 0.0352941, 0.0352941, 1, 0.827451, 0.376471, 0.376471, 1, 0.0431373, 0.478431, 0.427451, 1, 0.352941, 0.0352941, 0.341176, 1, 0.0352941, 0.0509804, 1, 1, 0.372549, 0.372549, 0.372549, 1 )
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[node name="VBoxContainer" type="VBoxContainer" parent="."]
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margin_right = 1024.0
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@ -49,7 +49,7 @@ margin_bottom = 600.0
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mouse_filter = 2
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[node name="AddPopup" parent="Popups" instance=ExtResource( 2 )]
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type_folders = PoolStringArray( "res://addons/mat_maker_gd/nodes/noise", "res://addons/mat_maker_gd/nodes/filter", "res://addons/mat_maker_gd/nodes/gradient", "res://addons/mat_maker_gd/nodes/pattern", "res://addons/mat_maker_gd/nodes/sdf2d", "res://addons/mat_maker_gd/nodes/sdf3d", "res://addons/mat_maker_gd/nodes/simple", "res://addons/mat_maker_gd/nodes/other" )
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type_folders = PoolStringArray( "res://addons/mat_maker_gd/nodes/uniform", "res://addons/mat_maker_gd/nodes/noise", "res://addons/mat_maker_gd/nodes/filter", "res://addons/mat_maker_gd/nodes/gradient", "res://addons/mat_maker_gd/nodes/pattern", "res://addons/mat_maker_gd/nodes/sdf2d", "res://addons/mat_maker_gd/nodes/sdf3d", "res://addons/mat_maker_gd/nodes/simple", "res://addons/mat_maker_gd/nodes/other" )
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[connection signal="pressed" from="VBoxContainer/PanelContainer/HBoxContainer/AddButton" to="." method="_on_AddButton_pressed"]
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[connection signal="ok_pressed" from="Popups/AddPopup" to="." method="_on_AddPopup_ok_pressed"]
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@ -23,18 +23,6 @@ func add_slot_texture(getter : String, setter : String) -> int:
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return slot_idx
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func add_slot_gradient() -> int:
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var ge : Control = gradient_editor_scene.instance()
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var slot_idx : int = add_slot(MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_NONE, MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_NONE, "", "", ge)
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ge.set_value(_node)
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#ge.texture = _node.call(getter, _material, slot_idx)
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#properties[slot_idx].append(ge.texture)
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return slot_idx
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func add_slot_texture_universal(property : MMNodeUniversalProperty) -> int:
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var t : TextureRect = TextureRect.new()
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@ -55,6 +43,39 @@ func add_slot_texture_universal(property : MMNodeUniversalProperty) -> int:
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return slot_idx
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func add_slot_gradient() -> int:
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var ge : Control = gradient_editor_scene.instance()
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var slot_idx : int = add_slot(MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_NONE, MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_NONE, "", "", ge)
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ge.set_value(_node)
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#ge.texture = _node.call(getter, _material, slot_idx)
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#properties[slot_idx].append(ge.texture)
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return slot_idx
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func add_slot_color(getter : String, setter : String) -> int:
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var cp : ColorPickerButton = ColorPickerButton.new()
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var slot_idx : int = add_slot(MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_NONE, MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_NONE, getter, setter, cp)
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cp.color = _node.call(getter)
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return slot_idx
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func add_slot_color_universal(property : MMNodeUniversalProperty) -> int:
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var cp : ColorPickerButton = ColorPickerButton.new()
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var slot_idx : int = add_slot(property.input_slot_type, property.output_slot_type, "", "", cp)
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cp.color = property.get_default_value()
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properties[slot_idx].append(property)
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cp.connect("color_changed", self, "on_universal_color_changed", [ slot_idx ])
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return slot_idx
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func add_slot_label(getter : String, setter : String, slot_name : String) -> int:
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var l : Label = Label.new()
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@ -436,5 +457,8 @@ func on_universal_texture_changed(slot_idx : int) -> void:
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func on_slot_line_edit_text_entered(text : String, slot_idx : int) -> void:
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_node.call(properties[slot_idx][4], text)
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func on_universal_color_changed(c : Color, slot_idx : int) -> void:
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properties[slot_idx][6].set_default_value(c)
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func get_material_node() -> MMNode:
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return _node
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@ -9,7 +9,8 @@ enum SlotTypes {
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SLOT_TYPE_FLOAT = 2,
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SLOT_TYPE_VECTOR2 = 3,
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SLOT_TYPE_VECTOR3 = 4,
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SLOT_TYPE_UNIVERSAL = 5,
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SLOT_TYPE_COLOR = 5,
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SLOT_TYPE_UNIVERSAL = 6,
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}
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enum MMNodeUniversalPropertyDefaultType {
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25
game/addons/mat_maker_gd/nodes/uniform/greyscale_uniform.gd
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25
game/addons/mat_maker_gd/nodes/uniform/greyscale_uniform.gd
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@ -0,0 +1,25 @@
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tool
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extends MMNode
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export(Resource) var uniform : Resource
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func _init_properties():
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if !uniform:
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uniform = MMNodeUniversalProperty.new()
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uniform.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_FLOAT
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uniform.set_default_value(0.5)
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uniform.slot_name = "Value (Color)"
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uniform.value_step = 0.01
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uniform.value_range = Vector2(0, 1)
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uniform.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_COLOR
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register_output_property(uniform)
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func _register_methods(mm_graph_node) -> void:
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mm_graph_node.add_slot_float_universal(uniform)
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func get_value_for(uv : Vector2, pseed : int) -> Color:
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var f : float = uniform.get_value(uv)
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return Color(f, f, f, 1)
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20
game/addons/mat_maker_gd/nodes/uniform/uniform.gd
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20
game/addons/mat_maker_gd/nodes/uniform/uniform.gd
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@ -0,0 +1,20 @@
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tool
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extends MMNode
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export(Resource) var uniform : Resource
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func _init_properties():
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if !uniform:
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uniform = MMNodeUniversalProperty.new()
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uniform.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_COLOR
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uniform.set_default_value(Color(1, 1, 1, 1))
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uniform.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_COLOR
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register_output_property(uniform)
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func _register_methods(mm_graph_node) -> void:
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mm_graph_node.add_slot_color_universal(uniform)
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func get_value_for(uv : Vector2, pseed : int) -> Color:
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return uniform.get_value(uv)
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