material-maker/addons/procedural_material/nodes/bricks.gd

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GDScript3
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tool
extends "res://addons/procedural_material/node_base.gd"
var pattern = 0
var repeat
var rows
var columns
var row_offset
var mortar
var bevel
const BRICK_PATTERNS = [
{ name="Running bond", suffix="rb", has_offset=true, has_repeat=false },
{ name="Running bond (2)", suffix="rb2", has_offset=true, has_repeat=false },
{ name="HerringBone", suffix="hb", has_offset=false, has_repeat=true },
{ name="Basket weave", suffix="bw", has_offset=false, has_repeat=true },
{ name="Spanish bond", suffix="sb", has_offset=false, has_repeat=true }
]
func _ready():
$pattern.clear()
for p in BRICK_PATTERNS:
$pattern.add_item(p.name)
initialize_properties([ $pattern, $HBoxContainer1/rows, $HBoxContainer2/columns, $HBoxContainer6/repeat, $HBoxContainer3/row_offset, $HBoxContainer4/mortar, $HBoxContainer5/bevel ])
func _get_shader_code(uv, slot = 0):
var rv = { defs="", code="" }
if generated_variants.empty():
rv.defs = "vec3 %s_xyz(vec2 uv) { return bricks_%s(uv, vec2(%d, %d), %.9f, %.9f, %.9f, %.9f); }\n" % [ name, BRICK_PATTERNS[pattern].suffix, columns, rows, repeat, row_offset, mortar, max(0.001, bevel) ]
var variant_index = generated_variants.find(uv)
if variant_index == -1:
variant_index = generated_variants.size()
generated_variants.append(uv)
rv.code = "vec3 %s_%d_xyz = %s_xyz(%s);\n" % [ name, variant_index, name, uv ]
if slot == 0:
rv.f = "%s_%d_xyz.x" % [ name, variant_index ]
else:
rv.rgb = "rand3(%s_%d_xyz.yz+vec2(%.9f))" % [ name, variant_index, get_seed() ]
return rv
func _on_offset_changed():
update_shaders()