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

107 lines
3.0 KiB
GDScript

tool
extends MMNode
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_o95415_repeat = 1.000000000;
var p_o95415_gradient_0_pos = 0.000000000;
var p_o95415_gradient_0_r = 0.000000000;
var p_o95415_gradient_0_g = 0.000000000;
var p_o95415_gradient_0_b = 0.000000000;
var p_o95415_gradient_0_a = 1.000000000;
var p_o95415_gradient_1_pos = 0.490909091;
var p_o95415_gradient_1_r = 1.000000000;
var p_o95415_gradient_1_g = 0.000000000;
var p_o95415_gradient_1_b = 0.000000000;
var p_o95415_gradient_1_a = 1.000000000;
var p_o95415_gradient_2_pos = 1.000000000;
var p_o95415_gradient_2_r = 1.000000000;
var p_o95415_gradient_2_g = 1.000000000;
var p_o95415_gradient_2_b = 1.000000000;
var p_o95415_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_o95415_gradient_0_pos
data[i + 1] = p_o95415_gradient_0_r
data[i + 2] = p_o95415_gradient_0_g
data[i + 3] = p_o95415_gradient_0_b
data[i + 4] = p_o95415_gradient_0_a
i += 5
data[i + 0] = p_o95415_gradient_1_pos
data[i + 1] = p_o95415_gradient_1_r
data[i + 2] = p_o95415_gradient_1_g
data[i + 3] = p_o95415_gradient_1_b
data[i + 4] = p_o95415_gradient_1_a
i += 5
data[i + 0] = p_o95415_gradient_2_pos
data[i + 1] = p_o95415_gradient_2_r
data[i + 2] = p_o95415_gradient_2_g
data[i + 3] = p_o95415_gradient_2_b
data[i + 4] = p_o95415_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)
#branchless fix for division by zero
uv.y += 0.000001
# var col : Color = Gradients.gradient_type_1_orig(Commons.fractf(p_o95415_repeat * 0.15915494309 * atan((uv.x - 0.5) / (uv.y - 0.5))));
# var col : Color = Gradients.gradient_type_2_orig(Commons.fractf(p_o95415_repeat * 0.15915494309 * atan((uv.x - 0.5) / (uv.y - 0.5))));
# var col : Color = Gradients.gradient_type_3_orig(Commons.fractf(p_o95415_repeat * 0.15915494309 * atan((uv.x - 0.5) / (uv.y - 0.5))));
# var col : Color = Gradients.gradient_type_4_orig(Commons.fractf(p_o95415_repeat * 0.15915494309 * atan((uv.x - 0.5) / uv.y - 0.5)));
var col : Color = Gradients.circular_gradient_type_1(uv, p_o95415_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()