mirror of
https://github.com/Relintai/material-maker.git
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18015aec93
* Added a "constant wave" in the pattern node * Updated graphEdit to detect and forbid loops * Modified code that renders to texture to update a texture instead of returning one (so we avoid updating everything and rely on everything being updated automatically wrt textures) * base library is loaded from filesystem (instead of package) if available
27 lines
1.0 KiB
GDScript
27 lines
1.0 KiB
GDScript
tool
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extends "res://addons/procedural_material/node_base.gd"
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var mix = 0;
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var x_wave = 0
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var x_scale = 4.0
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var y_wave = 0
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var y_scale = 4.0
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const WAVE_FCT = [ "wave_sin", "wave_triangle", "wave_square", "fract", "wave_constant" ]
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const MIX_FCT = [ "mix_multiply", "mix_add", "mix_max", "mix_min", "mix_xor", "mix_pow" ]
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func _ready():
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initialize_properties([ $HBoxContainer0/mix, $HBoxContainer1/x_wave, $HBoxContainer1/x_scale, $HBoxContainer2/y_wave, $HBoxContainer2/y_scale ])
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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 %s_f(vec2 uv) { uv *= vec2(%.9f, %.9f); return %s(%s(uv.x), %s(uv.y)); }\n" % [ name, x_scale, y_scale, MIX_FCT[mix], WAVE_FCT[x_wave], WAVE_FCT[y_wave] ]
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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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generated_variants.append(uv)
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rv.code = "float %s_%d_f = %s_f(%s);\n" % [ name, variant_index, name, uv ]
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rv.f = name+"_"+str(variant_index)+"_f"
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return rv
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