material-maker/addons/procedural_material/nodes/pattern.gd
Rodolphe Suescun 18015aec93 Implemented multi-pass nodes and fixed blur. Various other fixes.
* 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
2018-08-12 19:25:18 +02:00

27 lines
1.0 KiB
GDScript

tool
extends "res://addons/procedural_material/node_base.gd"
var mix = 0;
var x_wave = 0
var x_scale = 4.0
var y_wave = 0
var y_scale = 4.0
const WAVE_FCT = [ "wave_sin", "wave_triangle", "wave_square", "fract", "wave_constant" ]
const MIX_FCT = [ "mix_multiply", "mix_add", "mix_max", "mix_min", "mix_xor", "mix_pow" ]
func _ready():
initialize_properties([ $HBoxContainer0/mix, $HBoxContainer1/x_wave, $HBoxContainer1/x_scale, $HBoxContainer2/y_wave, $HBoxContainer2/y_scale ])
func _get_shader_code(uv):
var rv = { defs="", code="" }
if generated_variants.empty():
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] ]
var variant_index = generated_variants.find(uv)
if variant_index == -1:
variant_index = generated_variants.size()
generated_variants.append(uv)
rv.code = "float %s_%d_f = %s_f(%s);\n" % [ name, variant_index, name, uv ]
rv.f = name+"_"+str(variant_index)+"_f"
return rv