broken_seals/game/addons/mat_maker_gd/nodes/simple/TextureRectShape.gd

73 lines
2.0 KiB
GDScript

tool
extends TextureRect
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
var p_o3704_albedo_color_r : float = 1.000000000;
var p_o3704_albedo_color_g : float = 1.000000000;
var p_o3704_albedo_color_b : float = 1.000000000;
var p_o3704_albedo_color_a : float = 1.000000000;
var p_o3704_metallic : float = 1.000000000;
var p_o3704_roughness : float = 1.000000000;
var p_o3704_emission_energy : float = 1.000000000;
var p_o3704_normal : float = 1.000000000;
var p_o3704_ao : float = 1.000000000;
var p_o3704_depth_scale : float = 0.500000000;
var p_o3704_sss : float = 0.000000000;
var p_o69054_sides : float = 6.000000000;
var p_o69054_radius : float = 0.845361000;
var p_o69054_edge : float = 0.051546000;
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 c : float = shape_circle(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0)
# var c : float = shape_polygon(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0)
# var c : float = shape_star(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0)
# var c : float = shape_curved_star(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0)
var c : float = Commons.shape_rays(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0)
image.set_pixel(x, y, Color(c, c, c, 1))
image.unlock()
tex.create_from_image(image)
texture = tex
func reffg():
return false
func reff(bb):
if bb:
gen()