broken_seals/game/addons/mat_maker_gd/nodes/noise/noise.gd
2021-10-19 11:15:01 +02:00

53 lines
1.3 KiB
GDScript

tool
extends MMNode
var Noises = preload("res://addons/mat_maker_gd/nodes/common/noises.gd")
export(Resource) var image : Resource
export(int) var grid_size : int = 16
export(float) var density : float = 0.5
func _init_properties():
if !image:
image = MMNodeUniversalProperty.new()
image.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
image.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
register_output_property(image)
func _register_methods(mm_graph_node) -> void:
mm_graph_node.add_slot_texture_universal(image)
mm_graph_node.add_slot_int("get_grid_size", "set_grid_size", "Grid Size")#, Vector2(1, 10))
mm_graph_node.add_slot_float("get_density", "set_density", "Density", 0.01)#, Vector2(0, 1))
func get_value_for(uv : Vector2, pseed : int) -> Color:
var ps : float = 1.0 / float(pseed)
#return dots(uv, 1.0/$(size), $(density), $(seed));
var f : float = Noises.dots(uv, 1.0 / float(grid_size), density, ps)
return Color(f, f, f, 1)
func _render(material) -> void:
var img : Image = render_image(material)
image.set_value(img)
func get_grid_size() -> int:
return grid_size
func set_grid_size(val : int) -> void:
grid_size = val
set_dirty(true)
func get_density() -> float:
return density
func set_density(val : float) -> void:
density = val
set_dirty(true)