tool extends MMNode var Gradients = preload("res://addons/mat_maker_gd/nodes/common/gradients.gd") var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.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 #class TGEntry: # var pos : float # var r : float # var g : float # var b : float # var a : float var p_o28405_repeat : float = 1.000000000; var p_o28405_rotate : float = 0.000000000; var p_o71406_repeat = 1.000000000; var p_o71406_rotate = 0.000000000; var p_o71406_gradient_0_pos = 0.000000000; var p_o71406_gradient_0_r = 0.000000000; var p_o71406_gradient_0_g = 0.000000000; var p_o71406_gradient_0_b = 0.000000000; var p_o71406_gradient_0_a = 1.000000000; var p_o71406_gradient_1_pos = 0.509090909; var p_o71406_gradient_1_r = 0.843750000; var p_o71406_gradient_1_g = 0.003295898; var p_o71406_gradient_1_b = 0.003295898; var p_o71406_gradient_1_a = 1.000000000; var p_o71406_gradient_2_pos = 1.000000000; var p_o71406_gradient_2_r = 1.000000000; var p_o71406_gradient_2_g = 1.000000000; var p_o71406_gradient_2_b = 1.000000000; var p_o71406_gradient_2_a = 1.000000000; 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) var data : PoolRealArray = PoolRealArray() data.resize(15) var i : int = 0 data[i + 0] = p_o71406_gradient_0_pos data[i + 1] = p_o71406_gradient_0_r data[i + 2] = p_o71406_gradient_0_g data[i + 3] = p_o71406_gradient_0_b data[i + 4] = p_o71406_gradient_0_a i += 5 data[i + 0] = p_o71406_gradient_1_pos data[i + 1] = p_o71406_gradient_1_r data[i + 2] = p_o71406_gradient_1_g data[i + 3] = p_o71406_gradient_1_b data[i + 4] = p_o71406_gradient_1_a i += 5 data[i + 0] = p_o71406_gradient_2_pos data[i + 1] = p_o71406_gradient_2_r data[i + 2] = p_o71406_gradient_2_g data[i + 3] = p_o71406_gradient_2_b data[i + 4] = p_o71406_gradient_2_a 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 uv : Vector2 = Vector2(x / w, y / h) # var rr : float = 0.5+(cos(p_o71406_rotate*0.01745329251)*(v.x-0.5)+sin(p_o71406_rotate*0.01745329251)*(v.y-0.5))/(cos(abs(modf(p_o71406_rotate, 90.0)-45.0)*0.01745329251)*1.41421356237); # var col : Color = gradient_type_1(fractf(rr * p_o71406_repeat)); # var rr : float = 0.5 + (cos(p_o28405_rotate*0.01745329251)*(v.x-0.5)+sin(p_o28405_rotate*0.01745329251)*(v.y-0.5))/(cos(abs(modf(p_o28405_rotate, 90.0)-45.0)*0.01745329251)*1.41421356237) # var col : Color = gradient_type_2(fractf(rr * p_o71406_repeat)) # var rr : float = 0.5+(cos(p_o71406_rotate*0.01745329251)*(v.x-0.5)+sin(p_o71406_rotate*0.01745329251)*(v.y-0.5))/(cos(abs(modf(p_o71406_rotate, 90.0)-45.0)*0.01745329251)*1.41421356237); # var col : Color = gradient_type_3(fractf(rr * p_o71406_repeat)) # var rr : float = 0.5+(cos(p_o71406_rotate*0.01745329251)*(v.x-0.5)+sin(p_o71406_rotate*0.01745329251)*(v.y-0.5))/(cos(abs(Commons.modf(p_o71406_rotate, 90.0)-45.0)*0.01745329251)*1.41421356237); # var col : Color = gradient_type_4(Commons.fractf(rr * p_o71406_repeat)); var col : Color = Gradients.normal_gradient_type_1(uv, p_o28405_repeat, p_o28405_rotate, data); image.set_pixel(x, y, col) image.unlock() tex.create_from_image(image) # texture = tex func reffg(): return false func reff(bb): if bb: gen()