mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-18 01:06:47 +01:00
289 lines
11 KiB
GDScript
289 lines
11 KiB
GDScript
tool
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extends MMNode
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var Patterns = preload("res://addons/mat_maker_gd/nodes/common/patterns.gd")
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export(Resource) var out_bricks_pattern : Resource
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export(Resource) var out_random_color : Resource
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export(Resource) var out_position_x : Resource
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export(Resource) var out_position_y : Resource
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export(Resource) var out_brick_uv : Resource
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export(Resource) var out_corner_uv : Resource
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export(Resource) var out_direction : Resource
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export(int, "Running Bond,Running Bond (2),HerringBone,Basket Weave,Spanish Bond") var type : int = 0
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export(int) var repeat : int = 1
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export(Vector2) var col_row : Vector2 = Vector2(4, 4)
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export(float) var offset : float = 0.5
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export(Resource) var mortar : Resource
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export(Resource) var bevel : Resource
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export(Resource) var roundness : Resource
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export(float) var corner : float = 0.3
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func _init_properties():
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if !out_bricks_pattern:
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out_bricks_pattern = MMNodeUniversalProperty.new()
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out_bricks_pattern.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
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out_bricks_pattern.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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if !out_random_color:
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out_random_color = MMNodeUniversalProperty.new()
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out_random_color.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
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out_random_color.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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if !out_position_x:
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out_position_x = MMNodeUniversalProperty.new()
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out_position_x.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
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out_position_x.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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if !out_position_y:
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out_position_y = MMNodeUniversalProperty.new()
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out_position_y.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
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out_position_y.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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if !out_brick_uv:
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out_brick_uv = MMNodeUniversalProperty.new()
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out_brick_uv.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
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out_brick_uv.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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if !out_corner_uv:
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out_corner_uv = MMNodeUniversalProperty.new()
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out_corner_uv.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
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out_corner_uv.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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if !out_direction:
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out_direction = MMNodeUniversalProperty.new()
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out_direction.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
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out_direction.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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if !mortar:
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mortar = MMNodeUniversalProperty.new()
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mortar.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_FLOAT
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mortar.set_default_value(0.1)
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mortar.input_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_UNIVERSAL
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mortar.slot_name = "Mortar"
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mortar.value_step = 0.01
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mortar.value_range = Vector2(0, 0.5)
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if !bevel:
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bevel = MMNodeUniversalProperty.new()
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bevel.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_FLOAT
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bevel.set_default_value(0.1)
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bevel.input_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_UNIVERSAL
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bevel.slot_name = "Bevel"
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bevel.value_step = 0.01
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bevel.value_range = Vector2(0, 0.5)
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if !roundness:
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roundness = MMNodeUniversalProperty.new()
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roundness.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_FLOAT
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roundness.set_default_value(0.1)
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roundness.input_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_UNIVERSAL
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roundness.slot_name = "Roundness"
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roundness.value_step = 0.01
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roundness.value_range = Vector2(0, 0.5)
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register_output_property(out_bricks_pattern)
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register_output_property(out_random_color)
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register_output_property(out_position_x)
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register_output_property(out_position_y)
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register_output_property(out_brick_uv)
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register_output_property(out_corner_uv)
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register_output_property(out_direction)
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register_input_property(mortar)
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register_input_property(bevel)
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register_input_property(roundness)
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func _register_methods(mm_graph_node) -> void:
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mm_graph_node.add_slot_texture_universal(out_bricks_pattern)
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mm_graph_node.add_slot_texture_universal(out_random_color)
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mm_graph_node.add_slot_texture_universal(out_position_x)
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mm_graph_node.add_slot_texture_universal(out_position_y)
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mm_graph_node.add_slot_texture_universal(out_brick_uv)
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mm_graph_node.add_slot_texture_universal(out_corner_uv)
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mm_graph_node.add_slot_texture_universal(out_direction)
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mm_graph_node.add_slot_enum("get_type", "set_type", "Type", [ "Running Bond", "Running Bond (2)", "HerringBone", "Basket Weave", "Spanish Bond" ])
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mm_graph_node.add_slot_int("get_repeat", "set_repeat", "Repeat")
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mm_graph_node.add_slot_vector2("get_col_row", "set_col_row", "Col, Row")#, Vector2(1, 32))#, Vector2(0, 32))
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mm_graph_node.add_slot_float("get_offset", "set_offset", "Offset")
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mm_graph_node.add_slot_float_universal(mortar)
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mm_graph_node.add_slot_float_universal(bevel)
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mm_graph_node.add_slot_float_universal(roundness)
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mm_graph_node.add_slot_float("get_corner", "set_corner", "Corner")
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func _render(material) -> void:
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var bricks_pattern : Image = Image.new()
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var random_color : Image = Image.new()
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var position_x : Image = Image.new()
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var position_y : Image = Image.new()
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var brick_uv : Image = Image.new()
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var corner_uv : Image = Image.new()
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var direction : Image = Image.new()
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bricks_pattern.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8)
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random_color.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8)
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position_x.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8)
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position_y.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8)
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brick_uv.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8)
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corner_uv.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8)
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direction.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8)
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bricks_pattern.lock()
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random_color.lock()
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position_x.lock()
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position_y.lock()
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brick_uv.lock()
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corner_uv.lock()
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direction.lock()
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var w : float = material.image_size.x
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var h : float = material.image_size.y
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var pseed : float = randf() + randi()
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for x in range(material.image_size.x):
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for y in range(material.image_size.y):
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var uv : Vector2 = Vector2(x / w, y / h)
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#vec4 $(name_uv)_rect = bricks_$pattern($uv, vec2($columns, $rows), $repeat, $row_offset);
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var brick_rect : Color = Color()
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#"Running Bond,Running Bond (2),HerringBone,Basket Weave,Spanish Bond"
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if type == 0:
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brick_rect = Patterns.bricks_rb(uv, col_row, repeat, offset)
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elif type == 1:
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brick_rect = Patterns.bricks_rb2(uv, col_row, repeat, offset)
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elif type == 2:
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brick_rect = Patterns.bricks_hb(uv, col_row, repeat, offset)
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elif type == 3:
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brick_rect = Patterns.bricks_bw(uv, col_row, repeat, offset)
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elif type == 4:
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brick_rect = Patterns.bricks_sb(uv, col_row, repeat, offset)
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#vec4 $(name_uv) = brick($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $round*$round_map($uv), max(0.001, $bevel*$bevel_map($uv)));
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var brick : Color = Patterns.brick(uv, Vector2(brick_rect.r, brick_rect.g), Vector2(brick_rect.b, brick_rect.a), mortar.get_value(uv), roundness.get_value(uv), max(0.001, bevel.get_value(uv)))
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#Bricks pattern (float) - A greyscale image that shows the bricks pattern
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#$(name_uv).x
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var bricks_pattern_col : Color = Color(brick.r, brick.r, brick.r, 1)
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#Random color (rgb) - A random color for each brick
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#brick_random_color($(name_uv)_rect.xy, $(name_uv)_rect.zw, float($seed))
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var brc : Vector3 = Patterns.brick_random_color(Vector2(brick_rect.r, brick_rect.g), Vector2(brick_rect.b, brick_rect.a), 1 / float(pseed))
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var random_color_col : Color = Color(brc.x, brc.y, brc.z, 1)
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#Position.x (float) - The position of each brick along the X axis",
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#$(name_uv).y
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var position_x_col : Color = Color(brick.g, brick.g, brick.g, 1)
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#Position.y (float) - The position of each brick along the Y axis
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#$(name_uv).z
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var position_y_col : Color = Color(brick.b, brick.b, brick.b, 1)
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#Brick UV (rgb) - An UV map output for each brick, to be connected to the Map input of a CustomUV node
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#brick_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, float($seed))
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var buv : Vector3 = Patterns.brick_uv(uv, Vector2(brick_rect.r, brick_rect.g), Vector2(brick_rect.b, brick_rect.a), pseed)
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var brick_uv_col : Color = Color(buv.x, buv.y, buv.z, 1)
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#Corner UV (rgb) - An UV map output for each brick corner, to be connected to the Map input of a CustomUV node
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#brick_corner_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $corner, float($seed))
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var bcuv : Vector3 = Patterns.brick_corner_uv(uv, Vector2(brick_rect.r, brick_rect.g), Vector2(brick_rect.b, brick_rect.a), mortar.get_value(uv), corner, pseed)
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var corner_uv_col : Color = Color(bcuv.x, bcuv.y, bcuv.z, 1)
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#Direction (float) - The direction of each brick (white: horizontal, black: vertical)
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#0.5*(sign($(name_uv)_rect.z-$(name_uv)_rect.x-$(name_uv)_rect.w+$(name_uv)_rect.y)+1.0)
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var d : float = 0.5 * (sign(brick_rect.b - brick_rect.r - brick_rect.a + brick_rect.g) + 1.0)
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var direction_col : Color = Color(d, d, d, 1)
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bricks_pattern.set_pixel(x, y, bricks_pattern_col)
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random_color.set_pixel(x, y, random_color_col)
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position_x.set_pixel(x, y, position_x_col)
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position_y.set_pixel(x, y, position_y_col)
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brick_uv.set_pixel(x, y, brick_uv_col)
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corner_uv.set_pixel(x, y, corner_uv_col)
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direction.set_pixel(x, y, direction_col)
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bricks_pattern.unlock()
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random_color.unlock()
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position_x.unlock()
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position_y.unlock()
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brick_uv.unlock()
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corner_uv.unlock()
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direction.unlock()
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out_bricks_pattern.set_value(bricks_pattern)
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out_random_color.set_value(random_color)
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out_position_x.set_value(position_x)
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out_position_y.set_value(position_y)
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out_brick_uv.set_value(brick_uv)
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out_corner_uv.set_value(corner_uv)
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out_direction.set_value(direction)
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func get_value_for(uv : Vector2, pseed : int) -> Color:
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return Color()
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#type
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func get_type() -> int:
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return type
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func set_type(val : int) -> void:
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type = val
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set_dirty(true)
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#repeat
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func get_repeat() -> int:
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return repeat
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func set_repeat(val : int) -> void:
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repeat = val
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set_dirty(true)
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#col_row
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func get_col_row() -> Vector2:
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return col_row
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func set_col_row(val : Vector2) -> void:
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col_row = val
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set_dirty(true)
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#offset
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func get_offset() -> float:
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return offset
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func set_offset(val : float) -> void:
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offset = val
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set_dirty(true)
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#corner
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func get_corner() -> float:
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return corner
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func set_corner(val : float) -> void:
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corner = val
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set_dirty(true)
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