broken_seals/game/addons/mat_maker_gd/nodes/simple/TextureRectGradient.gd
2021-10-04 15:14:41 +02:00

115 lines
3.6 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_o28405_repeat : float = 1.000000000;
var p_o28405_rotate : float = 0.000000000;
var p_o71406_repeat = 1.000000000;
var p_o71406_rotate = 0.000000000;
var p_o71406_gradient_0_pos = 0.000000000;
var p_o71406_gradient_0_r = 0.000000000;
var p_o71406_gradient_0_g = 0.000000000;
var p_o71406_gradient_0_b = 0.000000000;
var p_o71406_gradient_0_a = 1.000000000;
var p_o71406_gradient_1_pos = 0.509090909;
var p_o71406_gradient_1_r = 0.843750000;
var p_o71406_gradient_1_g = 0.003295898;
var p_o71406_gradient_1_b = 0.003295898;
var p_o71406_gradient_1_a = 1.000000000;
var p_o71406_gradient_2_pos = 1.000000000;
var p_o71406_gradient_2_r = 1.000000000;
var p_o71406_gradient_2_g = 1.000000000;
var p_o71406_gradient_2_b = 1.000000000;
var p_o71406_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_o71406_gradient_0_pos
data[i + 1] = p_o71406_gradient_0_r
data[i + 2] = p_o71406_gradient_0_g
data[i + 3] = p_o71406_gradient_0_b
data[i + 4] = p_o71406_gradient_0_a
i += 5
data[i + 0] = p_o71406_gradient_1_pos
data[i + 1] = p_o71406_gradient_1_r
data[i + 2] = p_o71406_gradient_1_g
data[i + 3] = p_o71406_gradient_1_b
data[i + 4] = p_o71406_gradient_1_a
i += 5
data[i + 0] = p_o71406_gradient_2_pos
data[i + 1] = p_o71406_gradient_2_r
data[i + 2] = p_o71406_gradient_2_g
data[i + 3] = p_o71406_gradient_2_b
data[i + 4] = p_o71406_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)
# var rr : float = 0.5+(cos(p_o71406_rotate*0.01745329251)*(v.x-0.5)+sin(p_o71406_rotate*0.01745329251)*(v.y-0.5))/(cos(abs(modf(p_o71406_rotate, 90.0)-45.0)*0.01745329251)*1.41421356237);
# var col : Color = gradient_type_1(fractf(rr * p_o71406_repeat));
# var rr : float = 0.5 + (cos(p_o28405_rotate*0.01745329251)*(v.x-0.5)+sin(p_o28405_rotate*0.01745329251)*(v.y-0.5))/(cos(abs(modf(p_o28405_rotate, 90.0)-45.0)*0.01745329251)*1.41421356237)
# var col : Color = gradient_type_2(fractf(rr * p_o71406_repeat))
# var rr : float = 0.5+(cos(p_o71406_rotate*0.01745329251)*(v.x-0.5)+sin(p_o71406_rotate*0.01745329251)*(v.y-0.5))/(cos(abs(modf(p_o71406_rotate, 90.0)-45.0)*0.01745329251)*1.41421356237);
# var col : Color = gradient_type_3(fractf(rr * p_o71406_repeat))
# var rr : float = 0.5+(cos(p_o71406_rotate*0.01745329251)*(v.x-0.5)+sin(p_o71406_rotate*0.01745329251)*(v.y-0.5))/(cos(abs(Commons.modf(p_o71406_rotate, 90.0)-45.0)*0.01745329251)*1.41421356237);
# var col : Color = gradient_type_4(Commons.fractf(rr * p_o71406_repeat));
var col : Color = Gradients.normal_gradient_type_1(uv, p_o28405_repeat, p_o28405_rotate, 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()