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https://github.com/Relintai/material-maker.git
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1c56fc60d8
Moved Material Spray to another repository. Renamed the addon directory to material_maker
55 lines
1.8 KiB
GDScript
55 lines
1.8 KiB
GDScript
tool
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extends "res://addons/material_maker/node_base.gd"
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var blend_type = 0
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var amount = 0.0
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const BLEND_TYPES = [
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{ name="Normal", shortname="normal" },
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{ name="Dissolve", shortname="dissolve" },
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{ name="Multiply", shortname="multiply" },
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{ name="Screen", shortname="screen" },
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{ name="Overlay", shortname="overlay" },
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{ name="Hard Light", shortname="hard_light" },
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{ name="Soft Light", shortname="soft_light" },
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{ name="Burn", shortname="burn" },
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{ name="Dodge", shortname="dodge" },
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{ name="Lighten", shortname="lighten" },
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{ name="Darken", shortname="darken" },
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{ name="Difference", shortname="difference" }
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]
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func _ready():
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$blend_type.clear()
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for i in range(BLEND_TYPES.size()):
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$blend_type.add_item(BLEND_TYPES[i].name, i)
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initialize_properties([ $blend_type, $HBoxContainer/amount ])
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func _get_shader_code(uv):
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var rv = { defs="", code="" }
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var src0 = get_source(0)
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var src1 = get_source(1)
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var src2 = get_source(2)
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if src0 == null or src1 == null:
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return rv
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var src0_code = src0.get_shader_code(uv)
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var src1_code = src1.get_shader_code(uv)
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var src2_code = { defs="", code="" }
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var amount_str = "%.9f" % amount
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if src2 != null:
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src2_code = src2.get_shader_code(uv)
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amount_str = src2_code.f
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if generated_variants.empty():
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rv.defs = src0_code.defs+src1_code.defs+src2_code.defs
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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 = src0_code.code+src1_code.code+src2_code.code
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rv.code += "vec3 %s_%d_rgb = blend_%s(%s, %s, %s, %s);\n" % [ name, variant_index, BLEND_TYPES[blend_type].shortname, uv, src0_code.rgb, src1_code.rgb, amount_str ]
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rv.rgb = "%s_%d_rgb" % [ name, variant_index ]
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return rv
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func _get_state_variables():
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return [ "amount" ]
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