tool extends MMNode var Patterns = preload("res://addons/mat_maker_gd/nodes/common/patterns.gd") export(Resource) var out_main : Resource export(Resource) var out_horizontal_map : Resource export(Resource) var out_vertical_map : Resource export(Vector2) var size : Vector2 = Vector2(4, 4) export(Resource) var width : Resource export(int) var stitch : int = 1 func _init_properties(): if !out_main: out_main = MMNodeUniversalProperty.new() out_main.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE out_main.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE if !out_horizontal_map: out_horizontal_map = MMNodeUniversalProperty.new() out_horizontal_map.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE out_horizontal_map.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE if !out_vertical_map: out_vertical_map = MMNodeUniversalProperty.new() out_vertical_map.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE out_vertical_map.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE if !width: width = MMNodeUniversalProperty.new() width.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_VECTOR2 width.set_default_value(Vector2(0.9, 0.9)) width.input_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_UNIVERSAL width.slot_name = "Width" width.value_step = 0.01 width.value_range = Vector2(0, 1) register_output_property(out_main) register_output_property(out_horizontal_map) register_output_property(out_vertical_map) register_input_property(width) func _register_methods(mm_graph_node) -> void: mm_graph_node.add_slot_texture_universal(out_main) mm_graph_node.add_slot_texture_universal(out_horizontal_map) mm_graph_node.add_slot_texture_universal(out_vertical_map) mm_graph_node.add_slot_vector2("get_size", "set_size", "Size")#, Vector2(1, 32))#, Vector2(0, 32)) mm_graph_node.add_slot_vector2_universal(width) mm_graph_node.add_slot_int("get_stitch", "set_stitch", "Stitch") func _render(material) -> void: var main_pattern : Image = Image.new() var horizontal_map : Image = Image.new() var vertical_map : Image = Image.new() main_pattern.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8) horizontal_map.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8) vertical_map.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8) main_pattern.lock() horizontal_map.lock() vertical_map.lock() var w : float = material.image_size.x var h : float = material.image_size.y var pseed : float = randf() + randi() for x in range(material.image_size.x): for y in range(material.image_size.y): var uv : Vector2 = Vector2(x / w, y / h) var width_val : Vector2 = width.get_value(uv) #vec3 $(name_uv) = weave2($uv, vec2($columns, $rows), $stitch, $width_x*$width_map($uv), $width_y*$width_map($uv)); var weave : Vector3 = Patterns.weave2(uv, size, stitch, width_val.x, width_val.y); #Outputs: #Output (float) - Shows the generated greyscale weave pattern. #$(name_uv).x var main_pattern_col : Color = Color(weave.x, weave.x, weave.x, 1) #Horizontal mask (float) - Horizontal mask #$(name_uv).y var horizontal_map_col : Color = Color(weave.y, weave.y, weave.y, 1) #Vertical mask (float) - Mask for vertical stripes #$(name_uv).z var vertical_map_col : Color = Color(weave.z, weave.z, weave.z, 1) main_pattern.set_pixel(x, y, main_pattern_col) horizontal_map.set_pixel(x, y, horizontal_map_col) vertical_map.set_pixel(x, y, vertical_map_col) main_pattern.unlock() horizontal_map.unlock() vertical_map.unlock() out_main.set_value(main_pattern) out_horizontal_map.set_value(horizontal_map) out_vertical_map.set_value(vertical_map) func get_value_for(uv : Vector2, pseed : int) -> Color: return Color() #size func get_size() -> Vector2: return size func set_size(val : Vector2) -> void: size = val set_dirty(true) #stitch func get_stitch() -> int: return stitch func set_stitch(val : int) -> void: stitch = val set_dirty(true)