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https://github.com/Relintai/material-maker.git
synced 2024-11-13 06:27:18 +01:00
Node position related fixes
Set correct position when creating a new node Node position is now saved/loaded Fixed row & column parameters in bricks generator
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@ -14,7 +14,7 @@ func _ready():
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func get_shader_code(uv):
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var rv = { defs="", code="" }
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if generated_variants.empty():
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rv.defs = "float "+name+"_f(vec2 uv) { return bricks(uv, vec2("+str(rows)+", "+str(columns)+"), "+str(row_offset)+", "+str(mortar)+", "+str(max(0.001, bevel))+"); }\n"
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rv.defs = "float "+name+"_f(vec2 uv) { return bricks(uv, vec2("+str(columns)+", "+str(rows)+"), "+str(row_offset)+", "+str(mortar)+", "+str(max(0.001, bevel))+"); }\n"
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var variant_index = generated_variants.find(uv)
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if variant_index == -1:
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variant_index = generated_variants.size()
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@ -91,7 +91,7 @@ mouse_filter = 0
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mouse_default_cursor_shape = 1
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size_flags_horizontal = 1
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size_flags_vertical = 1
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text = "3"
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text = "6"
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focus_mode = 2
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context_menu_enabled = true
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placeholder_alpha = 0.6
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@ -137,7 +137,7 @@ mouse_filter = 0
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mouse_default_cursor_shape = 1
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size_flags_horizontal = 1
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size_flags_vertical = 1
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text = "6"
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text = "3"
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focus_mode = 2
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context_menu_enabled = true
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placeholder_alpha = 0.6
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@ -70,13 +70,14 @@ func serialize():
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var type = get_script().resource_path
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type = type.right(type.find_last("/")+1)
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type = type.left(type.find_last("."))
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var data = { name=name, type=type }
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var data = { name=name, type=type, node_position={x=offset.x, y=offset.y} }
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for v in _get_state_variables():
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data[v] = serialize_element(get(v))
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return data
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func deserialize(data):
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print("deserialize: "+name)
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offset = Vector2(data.node_position.x, data.node_position.y)
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for v in _get_state_variables():
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set(v, deserialize_element(data[v]))
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print(" "+v+" = "+str(deserialize_element(data[v])))
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@ -10,7 +10,6 @@ const MENU = [
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{ name="bricks", description="Bricks" },
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{ name="iqnoise", description="IQ Noise" },
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{ name="perlin", description="Perlin noise" },
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{ name="boolean", description="Boolean" },
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{ name="transform", description="Transform" },
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{ name="colorize", description="Colorize" },
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{ name="blend", description="Blend" }
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@ -35,7 +34,7 @@ func _on_PopupMenu_id_pressed(id):
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if node_type != null:
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var node = node_type.instance()
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$GraphEdit.add_child(node)
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node.set_begin(popup_position)
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node.offset = ($GraphEdit.scroll_offset + popup_position - $GraphEdit.rect_global_position) / $GraphEdit.zoom
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func _on_GraphEdit_connection_request(from, from_slot, to, to_slot):
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var disconnect = $GraphEdit.get_source(to, to_slot)
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@ -100,10 +100,10 @@ float perlin(vec2 uv, int iterations, float turbulence) {
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return f/m;
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}
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float Bricks_f(vec2 uv) { return bricks(uv, vec2(4, 8), 0.5, 0.1, 0.1); }
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float Bricks_f(vec2 uv) { return bricks(uv, vec2(Null, Null), Null, Null, 0.2); }
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void fragment() {
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float Bricks_0_f = Bricks_f(UV);
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vec3 Colorize_rgb = mix(vec3(0.882813,0.134491,0.134491), vec3(0.882813,0.446795,0.062073), Bricks_0_f);
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vec3 Colorize_rgb = mix(vec3(0.859375,0.198059,0.198059), vec3(0.890625,0.330505,0.111328), Bricks_0_f);
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vec3 Material_rgb = Colorize_rgb;
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COLOR = vec4(Material_rgb, 1.0);
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}
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@ -181,7 +181,7 @@ mouse_default_cursor_shape = 0
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size_flags_horizontal = 1
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size_flags_vertical = 1
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popup_exclusive = false
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items = [ "Load texture", null, 0, false, false, 0, 0, null, "", false, "Save texture", null, 0, false, false, 1, 0, null, "", false, "Sine", null, 0, false, false, 2, 0, null, "", false, "Bricks", null, 0, false, false, 3, 0, null, "", false, "IQ Noise", null, 0, false, false, 4, 0, null, "", false, "Perlin noise", null, 0, false, false, 5, 0, null, "", false, "Boolean", null, 0, false, false, 6, 0, null, "", false, "Transform", null, 0, false, false, 7, 0, null, "", false, "Colorize", null, 0, false, false, 8, 0, null, "", false, "Blend", null, 0, false, false, 9, 0, null, "", false ]
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items = [ "Load texture", null, 0, false, false, 0, 0, null, "", false, "Save texture", null, 0, false, false, 1, 0, null, "", false, "Sine", null, 0, false, false, 2, 0, null, "", false, "Bricks", null, 0, false, false, 3, 0, null, "", false, "IQ Noise", null, 0, false, false, 4, 0, null, "", false, "Perlin noise", null, 0, false, false, 5, 0, null, "", false, "Transform", null, 0, false, false, 6, 0, null, "", false, "Colorize", null, 0, false, false, 7, 0, null, "", false, "Blend", null, 0, false, false, 8, 0, null, "", false ]
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hide_on_state_item_selection = false
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_sections_unfolded = [ "Rect" ]
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