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(): pass #float o39644_0_2_f : float = o39644_0.x var seed_o39644 : int = 15005 var p_o39644_repeat : float = 1.000000000 var p_o39644_rows : float = 6.000000000 var p_o39644_columns : float = 3.000000000 var p_o39644_row_offset : float = 0.500000000 var p_o39644_mortar: float = 0.100000000 var p_o39644_bevel : float = 0.100000000 var p_o39644_round : float= 0.000000000 var p_o39644_corner : float = 0.420000000 var p_o3335_albedo_color_r : float = 1.000000000 var p_o3335_albedo_color_g : float = 1.000000000 var p_o3335_albedo_color_b : float = 1.000000000 var p_o3335_albedo_color_a : float = 1.000000000 var p_o3335_metallic : float = 1.000000000 var p_o3335_roughness : float = 1.000000000 var p_o3335_emission_energy : float = 1.000000000 var p_o3335_normal : float = 1.000000000 var p_o3335_ao : float = 1.000000000 var p_o3335_depth_scale : float = 0.500000000 var p_o3335_sss : float = 0.000000000 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 vb : Vector3 = brick_uv(v, bmin, bmax, pseed) ## var col : Color = Color(vb.x, vb.y, vb.z, 1) # # var col : Color = brick(v, bmin, bmax, 0.2, 0.2, 0.2) # var cc : Color = Color(vb.x, vb.y, vb.z, 1) # image.set_pixel(x, y, cc) #Running Bond # var brect : Color = bricks_rb(v, Vector2(p_o39644_columns, p_o39644_rows), p_o39644_repeat, p_o39644_row_offset); #RunningBond2 # var brect : Color = bricks_rb2(v, Vector2(p_o39644_columns, p_o39644_rows), p_o39644_repeat, p_o39644_row_offset); #HerringBone # var brect : Color = bricks_hb(v, Vector2(p_o39644_columns, p_o39644_rows), p_o39644_repeat, p_o39644_row_offset); #BasketWeave # var brect : Color = bricks_bw(v, Vector2(p_o39644_columns, p_o39644_rows), p_o39644_repeat, p_o39644_row_offset); #SpanishBond var brect : Color = Patterns.bricks_sb(v, Vector2(p_o39644_columns, p_o39644_rows), p_o39644_repeat, p_o39644_row_offset); # 1, 2 var fcolor : Color = Patterns.brick(v, Vector2(brect.r, brect.g), Vector2(brect.b, brect.a), p_o39644_mortar*1.0, p_o39644_round*1.0, max(0.001, p_o39644_bevel*1.0)); # image.set_pixel(x, y, brect) # image.set_pixel(x, y, fcolor) # image.set_pixel(x, y, Color(fcolor.r, fcolor.g, fcolor.b, 1)) #1 var rr : float = fcolor.r; image.set_pixel(x, y, Color(rr,rr, rr, 1)) # # # 3 # var yy : float = fcolor.g; # image.set_pixel(x, y, Color(yy,yy, yy, 1)) # # # 4 # var zz : float = fcolor.b; # image.set_pixel(x, y, Color(zz,zz, zz, 1)) # 5 # var c : Vector3 = brick_uv(v, Vector2(brect.r, brect.g), Vector2(brect.b, brect.a), float(seed_o39644)) # image.set_pixel(x, y, Color(c.x, c.y, c.z, 1)) # 6 # var c : Vector3 = brick_corner_uv(v, Vector2(brect.r, brect.g), Vector2(brect.b, brect.a), p_o39644_mortar*1.0, p_o39644_corner, float(seed_o39644)); # image.set_pixel(x, y, Color(c.x, c.y, c.z, 1)) # 7 # var f : float = 0.5*(sign(brect.b-brect.r-brect.a+brect.g)+1.0); # image.set_pixel(x, y, Color(f, f, f, 1)) image.unlock() tex.create_from_image(image) # texture = tex func reffg(): return false func reff(bb): if bb: gen()