mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-28 13:27:10 +01:00
109 lines
3.2 KiB
GDScript
109 lines
3.2 KiB
GDScript
tool
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extends MMNode
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var Gradients = preload("res://addons/mat_maker_gd/nodes/common/gradients.gd")
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var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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var image : Image
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var tex : ImageTexture
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export(Vector2) var bmin : Vector2 = Vector2(0.1, 0.1)
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export(Vector2) var bmax : Vector2 = Vector2(1, 1)
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export(bool) var refresh setget reff,reffg
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class TGEntry:
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var pos : float
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var r : float
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var g : float
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var b : float
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var a : float
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var p_o28405_repeat : float = 1.000000000;
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var p_o28405_rotate : float = 0.000000000;
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var p_o24141_gradient_0_pos = 0.000000000;
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var p_o24141_gradient_0_r = 0.000000000;
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var p_o24141_gradient_0_g = 0.000000000;
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var p_o24141_gradient_0_b = 0.000000000;
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var p_o24141_gradient_0_a = 1.000000000;
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var p_o24141_gradient_1_pos = 0.554545455;
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var p_o24141_gradient_1_r = 0.769531250;
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var p_o24141_gradient_1_g = 0.318634033;
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var p_o24141_gradient_1_b = 0.318634033;
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var p_o24141_gradient_1_a = 1.000000000;
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var p_o24141_gradient_2_pos = 1.000000000;
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var p_o24141_gradient_2_r = 1.000000000;
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var p_o24141_gradient_2_g = 1.000000000;
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var p_o24141_gradient_2_b = 1.000000000;
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var p_o24141_gradient_2_a = 1.000000000;
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func gen() -> void:
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if !image:
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image = Image.new()
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image.create(300, 300, false, Image.FORMAT_RGBA8)
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if !tex:
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tex = ImageTexture.new()
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# var bmin : Vector2 = Vector2(0.1, 0.1)
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# var bmax : Vector2 = Vector2(1, 1)
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var data : PoolRealArray = PoolRealArray()
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data.resize(15)
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var i : int = 0
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data[i + 0] = p_o24141_gradient_0_pos
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data[i + 1] = p_o24141_gradient_0_r
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data[i + 2] = p_o24141_gradient_0_g
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data[i + 3] = p_o24141_gradient_0_b
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data[i + 4] = p_o24141_gradient_0_a
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i += 5
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data[i + 0] = p_o24141_gradient_1_pos
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data[i + 1] = p_o24141_gradient_1_r
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data[i + 2] = p_o24141_gradient_1_g
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data[i + 3] = p_o24141_gradient_1_b
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data[i + 4] = p_o24141_gradient_1_a
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i += 5
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data[i + 0] = p_o24141_gradient_2_pos
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data[i + 1] = p_o24141_gradient_2_r
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data[i + 2] = p_o24141_gradient_2_g
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data[i + 3] = p_o24141_gradient_2_b
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data[i + 4] = p_o24141_gradient_2_a
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image.lock()
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var w : float = image.get_width()
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var h : float = image.get_width()
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var pseed : float = randf() + randi()
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for x in range(image.get_width()):
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for y in range(image.get_height()):
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var uv : Vector2 = Vector2(x / w, y / h)
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# vec4 o24141_0_1_rgba = o24141_gradient_gradient_fct(fract(p_o24141_repeat*1.41421356237*length(fract(((uv)))-vec2(0.5, 0.5))));
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# vec3 o3335_0_1_rgb = ((o24141_0_1_rgba).rgb);
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#
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# var col : Color = radial_gradient_type_1(fractf(p_o28405_repeat*1.41421356237* (fract(uv)- Vector2(0.5, 0.5)).length()))
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# var col : Color = radial_gradient_type_2(fractf(p_o28405_repeat*1.41421356237* (fract(uv)- Vector2(0.5, 0.5)).length()))
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# var col : Color = radial_gradient_type_3(fractf(p_o28405_repeat*1.41421356237* (fract(uv)- Vector2(0.5, 0.5)).length()))
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# var col : Color = radial_gradient_type_4(Commons.fractf(p_o28405_repeat*1.41421356237* (Commons.fract(uv)- Vector2(0.5, 0.5)).length()))
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var col : Color = Gradients.radial_gradient_type_1(uv, p_o28405_repeat, data);
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image.set_pixel(x, y, col)
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image.unlock()
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tex.create_from_image(image)
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# texture = tex
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func reffg():
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return false
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func reff(bb):
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if bb:
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gen()
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