material-maker/addons/material_maker/nodes/perlin/perlin.gd
RodZill4 ee0bc96f30 Added a generic node type
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.
2018-10-02 07:46:20 +02:00

22 lines
891 B
GDScript

tool
extends "res://addons/material_maker/node_base.gd"
func _ready():
set_slot(0, false, 0, Color(0.5, 0.5, 1), true, 0, Color(0.5, 0.5, 1))
initialize_properties([ $GridContainer/scale_x, $GridContainer/scale_y, $GridContainer/iterations, $GridContainer/persistence ])
func _get_shader_code(uv):
var rv = { defs="", code="" }
if generated_variants.empty():
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() ]
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 = "%s_%d_f" % [ name, variant_index ]
return rv
func _on_offset_changed():
update_shaders()