mirror of
https://github.com/Relintai/material-maker.git
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ee0bc96f30
Updated all nodes so parameters are located in a "parameters" variable. Started writing a generic node model whose behavior is defined in a json file. Should be able to replace all generators so far. Wrote json files for bricks and noise nodes. Started preparing a custom node.
22 lines
891 B
GDScript
22 lines
891 B
GDScript
tool
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extends "res://addons/material_maker/node_base.gd"
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func _ready():
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set_slot(0, false, 0, Color(0.5, 0.5, 1), true, 0, Color(0.5, 0.5, 1))
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initialize_properties([ $GridContainer/scale_x, $GridContainer/scale_y, $GridContainer/iterations, $GridContainer/persistence ])
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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) { return perlin(uv, vec2(%f, %f), %d, %.9f, %d); }\n" % [ name, parameters.scale_x, parameters.scale_y, parameters.iterations, parameters.persistence, get_seed() ]
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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 = "%s_%d_f" % [ name, variant_index ]
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return rv
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func _on_offset_changed():
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update_shaders()
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