broken_seals/game/addons/mat_maker_gd/nodes/gradient/gradient.gd

69 lines
2.0 KiB
GDScript

tool
extends "res://addons/mat_maker_gd/nodes/bases/gradient_base.gd"
var Gradients = preload("res://addons/mat_maker_gd/nodes/common/gradients.gd")
export(Resource) var image : Resource
export(float) var repeat : float = 1
export(float) var rotate : float = 0
func _init_properties():
if !image:
image = MMNodeUniversalProperty.new()
image.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
image.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
register_output_property(image)
func _register_methods(mm_graph_node) -> void:
mm_graph_node.add_slot_texture_universal(image)
mm_graph_node.add_slot_float("get_repeat", "set_repeat", "repeat")
mm_graph_node.add_slot_float("get_rotate", "set_rotate", "rotate")
mm_graph_node.add_slot_gradient()
func _render(material) -> void:
var img : Image = render_image(material)
image.set_value(img)
func get_value_for(uv : Vector2, pseed : int) -> Color:
if interpolation_type == 0:
return Gradients.normal_gradient_type_1(uv, repeat, rotate, points)
elif interpolation_type == 1:
return Gradients.normal_gradient_type_2(uv, repeat, rotate, points)
elif interpolation_type == 2:
return Gradients.normal_gradient_type_3(uv, repeat, rotate, points)
elif interpolation_type == 3:
return Gradients.normal_gradient_type_4(uv, repeat, rotate, points)
return Color(1, 1, 1, 1)
func get_gradient_color(x : float) -> Color:
if interpolation_type == 0:
return Gradients.gradient_type_1(x, points)
elif interpolation_type == 1:
return Gradients.gradient_type_2(x, points)
elif interpolation_type == 2:
return Gradients.gradient_type_3(x, points)
elif interpolation_type == 3:
return Gradients.gradient_type_4(x, points)
return Color(1, 1, 1, 1)
func get_repeat() -> float:
return repeat
func set_repeat(val : float) -> void:
repeat = val
set_dirty(true)
func get_rotate() -> float:
return rotate
func set_rotate(val : float) -> void:
rotate = val
set_dirty(true)