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

109 lines
3.2 KiB
GDScript

tool
extends TextureRect
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_o24141_gradient_0_pos = 0.000000000;
var p_o24141_gradient_0_r = 0.000000000;
var p_o24141_gradient_0_g = 0.000000000;
var p_o24141_gradient_0_b = 0.000000000;
var p_o24141_gradient_0_a = 1.000000000;
var p_o24141_gradient_1_pos = 0.554545455;
var p_o24141_gradient_1_r = 0.769531250;
var p_o24141_gradient_1_g = 0.318634033;
var p_o24141_gradient_1_b = 0.318634033;
var p_o24141_gradient_1_a = 1.000000000;
var p_o24141_gradient_2_pos = 1.000000000;
var p_o24141_gradient_2_r = 1.000000000;
var p_o24141_gradient_2_g = 1.000000000;
var p_o24141_gradient_2_b = 1.000000000;
var p_o24141_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_o24141_gradient_0_pos
data[i + 1] = p_o24141_gradient_0_r
data[i + 2] = p_o24141_gradient_0_g
data[i + 3] = p_o24141_gradient_0_b
data[i + 4] = p_o24141_gradient_0_a
i += 5
data[i + 0] = p_o24141_gradient_1_pos
data[i + 1] = p_o24141_gradient_1_r
data[i + 2] = p_o24141_gradient_1_g
data[i + 3] = p_o24141_gradient_1_b
data[i + 4] = p_o24141_gradient_1_a
i += 5
data[i + 0] = p_o24141_gradient_2_pos
data[i + 1] = p_o24141_gradient_2_r
data[i + 2] = p_o24141_gradient_2_g
data[i + 3] = p_o24141_gradient_2_b
data[i + 4] = p_o24141_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)
# vec4 o24141_0_1_rgba = o24141_gradient_gradient_fct(fract(p_o24141_repeat*1.41421356237*length(fract(((uv)))-vec2(0.5, 0.5))));
# vec3 o3335_0_1_rgb = ((o24141_0_1_rgba).rgb);
#
# var col : Color = radial_gradient_type_1(fractf(p_o28405_repeat*1.41421356237* (fract(uv)- Vector2(0.5, 0.5)).length()))
# var col : Color = radial_gradient_type_2(fractf(p_o28405_repeat*1.41421356237* (fract(uv)- Vector2(0.5, 0.5)).length()))
# var col : Color = radial_gradient_type_3(fractf(p_o28405_repeat*1.41421356237* (fract(uv)- Vector2(0.5, 0.5)).length()))
# var col : Color = radial_gradient_type_4(Commons.fractf(p_o28405_repeat*1.41421356237* (Commons.fract(uv)- Vector2(0.5, 0.5)).length()))
var col : Color = Gradients.radial_gradient_type_1(uv, p_o28405_repeat, 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()