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Added a runes generator and a detailed edit for gradients
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addons/material_maker/nodes/runes.mmg
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addons/material_maker/nodes/runes.mmg
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@ -0,0 +1 @@
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{"name":"runes","node_position":{"x":0,"y":0},"parameters":{"columns":8,"rows":8},"shader_model":{"global":"float ThickLine(vec2 uv, vec2 posA, vec2 posB, float radiusInv)\n{\n\tvec2 dir = posA - posB;\n\tfloat dirLen = length(dir);\n\tvec2 dirN = normalize(dir);\n\tfloat dotTemp = clamp(dot(uv - posB, dirN), 0.0, dirLen);\n\tvec2 proj = dotTemp * dirN + posB;\n\tfloat d1 = length(uv - proj);\n\tfloat finalGray = clamp(1.0 - d1 * radiusInv, 0.0, 1.0);\n\treturn finalGray;\n}\n\n// makes a rune in the 0..1 uv space. Seed is which rune to draw.\n// passes back gray in x and derivates for lighting in yz\nfloat Rune(vec2 uv) {\n\tfloat finalLine = 0.0;\n\tvec2 seed = floor(uv)-0.41;\n\tuv = fract(uv);\n\tfor (int i = 0; i < 4; i++)\t// number of strokes\n\t{\n\t\tvec2 posA = rand2(floor(seed+0.5));\n\t\tvec2 posB = rand2(floor(seed+1.5));\n\t\tseed += 2.0;\n\t\t// expand the range and mod it to get a nicely distributed random number - hopefully. :)\n\t\tposA = fract(posA * 128.0);\n\t\tposB = fract(posB * 128.0);\n\t\t// each rune touches the edge of its box on all 4 sides\n\t\tif (i == 0) posA.y = 0.0;\n\t\tif (i == 1) posA.x = 0.999;\n\t\tif (i == 2) posA.x = 0.0;\n\t\tif (i == 3) posA.y = 0.999;\n\t\t// snap the random line endpoints to a grid 2x3\n\t\tvec2 snaps = vec2(2.0, 3.0);\n\t\tposA = (floor(posA * snaps) + 0.5) / snaps;\t// + 0.5 to center it in a grid cell\n\t\tposB = (floor(posB * snaps) + 0.5) / snaps;\n\t\t//if (distance(posA, posB) < 0.0001) continue;\t// eliminate dots.\n\t\t// Dots (degenerate lines) are not cross-GPU safe without adding 0.001 - divide by 0 error.\n\t\tfinalLine = max(finalLine, ThickLine(uv, posA, posB + 0.001, 20.0));\n\t}\n\treturn finalLine;\n}\n\n\n","inputs":[],"instance":"","name":"Runes","outputs":[{"f":"Rune(vec2($columns, $rows)*$uv)","type":"f"}],"parameters":[{"default":0,"label":"","max":32,"min":2,"name":"columns","step":1,"type":"float","widget":"spinbox"},{"default":0,"label":"","max":32,"min":2,"name":"rows","step":1,"type":"float","widget":"spinbox"}]},"type":"shader"}
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@ -2,6 +2,7 @@ tool
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extends Control
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class_name MMGradientEditor
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class GradientCursor:
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extends ColorRect
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@ -43,6 +44,7 @@ class GradientCursor:
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draw_rect(Rect2(0, 0, rect_size.x, rect_size.y), c, false)
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var value = null setget set_value
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export var embedded : bool = true
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signal updated(value)
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@ -53,7 +55,7 @@ func _ready():
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func set_value(v):
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value = v
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for c in get_children():
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if c != $Gradient and c != $Background:
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if c is GradientCursor:
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remove_child(c)
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c.free()
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for p in value.points:
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@ -74,10 +76,19 @@ func add_cursor(x, color):
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cursor.color = color
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func _gui_input(ev):
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if ev is InputEventMouseButton && ev.button_index == 1 && ev.doubleclick && ev.position.y > 15:
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var p = max(0, min(ev.position.x, rect_size.x-GradientCursor.WIDTH))
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add_cursor(p, get_gradient_color(p))
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update_value()
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if ev is InputEventMouseButton && ev.button_index == 1 && ev.doubleclick:
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if ev.position.y > 15:
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var p = max(0, min(ev.position.x, rect_size.x-GradientCursor.WIDTH))
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add_cursor(p, get_gradient_color(p))
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update_value()
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elif embedded:
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var popup = load("res://addons/material_maker/widgets/gradient_popup.tscn").instance()
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add_child(popup)
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var popup_size = popup.rect_size
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popup.popup(Rect2(ev.global_position, Vector2(0, 0)))
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popup.set_global_position(ev.global_position-Vector2(popup_size.x / 2, popup_size.y))
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popup.init(value)
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popup.connect("updated", self, "set_value")
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# Showing a color picker popup to change a cursor's color
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@ -6,7 +6,7 @@
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code = "shader_type canvas_item;
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void fragment() {
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COLOR = vec4(vec3(2.0*fract(0.5*(floor(10.0*UV.x)+floor(2.0*UV.y)))), 1.0);
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COLOR = vec4(vec3(2.0*fract(0.5*(floor(0.12*FRAGCOORD.x)+floor(0.125*FRAGCOORD.y)))), 1.0);
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}"
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[sub_resource type="ShaderMaterial" id=2]
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@ -37,15 +37,13 @@ script = ExtResource( 1 )
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[node name="Background" type="ColorRect" parent="."]
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material = SubResource( 2 )
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margin_right = 120.0
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margin_bottom = 20.0
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anchor_right = 1.0
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rect_min_size = Vector2( 120, 20 )
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mouse_filter = 2
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[node name="Gradient" type="ColorRect" parent="."]
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material = SubResource( 4 )
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margin_right = 120.0
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margin_bottom = 20.0
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anchor_right = 1.0
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rect_min_size = Vector2( 120, 20 )
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mouse_filter = 2
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theme = SubResource( 5 )
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15
addons/material_maker/widgets/gradient_popup.gd
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15
addons/material_maker/widgets/gradient_popup.gd
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extends Popup
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signal updated(value)
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func init(value):
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$Panel/Control.set_value(value)
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func _on_Control_updated(value):
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emit_signal("updated", value)
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func _on_GradientPopup_popup_hide():
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queue_free()
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30
addons/material_maker/widgets/gradient_popup.tscn
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30
addons/material_maker/widgets/gradient_popup.tscn
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://addons/material_maker/widgets/gradient_popup.gd" type="Script" id=1]
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[ext_resource path="res://addons/material_maker/widgets/gradient_editor.tscn" type="PackedScene" id=2]
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[sub_resource type="StyleBoxFlat" id=2]
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bg_color = Color( 0, 0, 0.25098, 0.752941 )
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[node name="GradientPopup" type="Popup"]
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anchor_right = 1.0
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anchor_bottom = 1.0
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margin_right = -648.0
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margin_bottom = -671.0
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script = ExtResource( 1 )
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[node name="Panel" type="Panel" parent="."]
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anchor_right = 1.0
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anchor_bottom = 1.0
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custom_styles/panel = SubResource( 2 )
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[node name="Control" parent="Panel" instance=ExtResource( 2 )]
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anchor_right = 1.0
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anchor_bottom = 1.0
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margin_left = 10.0
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margin_top = 10.0
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margin_right = -10.0
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margin_bottom = -10.0
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embedded = false
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[connection signal="popup_hide" from="." to="." method="_on_GradientPopup_popup_hide"]
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[connection signal="updated" from="Panel/Control" to="." method="_on_Control_updated"]
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