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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
43 lines
1.5 KiB
GDScript
43 lines
1.5 KiB
GDScript
tool
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extends "res://addons/material_maker/node_base.gd"
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var pattern = 0
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var repeat
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var rows
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var columns
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var row_offset
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var mortar
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var bevel
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const BRICK_PATTERNS = [
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{ name="Running bond", suffix="rb", has_offset=true, has_repeat=false },
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{ name="Running bond (2)", suffix="rb2", has_offset=true, has_repeat=false },
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{ name="HerringBone", suffix="hb", has_offset=false, has_repeat=true },
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{ name="Basket weave", suffix="bw", has_offset=false, has_repeat=true },
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{ name="Spanish bond", suffix="sb", has_offset=false, has_repeat=true }
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]
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func _ready():
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$pattern.clear()
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for p in BRICK_PATTERNS:
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$pattern.add_item(p.name)
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initialize_properties([ $pattern, $HBoxContainer1/rows, $HBoxContainer2/columns, $HBoxContainer6/repeat, $HBoxContainer3/row_offset, $HBoxContainer4/mortar, $HBoxContainer5/bevel ])
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func _get_shader_code(uv, slot = 0):
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var rv = { defs="", code="" }
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if generated_variants.empty():
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rv.defs = "vec3 %s_xyz(vec2 uv) { return bricks_%s(uv, vec2(%d, %d), %.9f, %.9f, %.9f, %.9f); }\n" % [ name, BRICK_PATTERNS[pattern].suffix, columns, rows, repeat, row_offset, mortar, max(0.001, bevel) ]
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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 = "vec3 %s_%d_xyz = %s_xyz(%s);\n" % [ name, variant_index, name, uv ]
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if slot == 0:
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rv.f = "%s_%d_xyz.x" % [ name, variant_index ]
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else:
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rv.rgb = "rand3(%s_%d_xyz.yz+vec2(%.9f))" % [ name, variant_index, get_seed() ]
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return rv
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func _on_offset_changed():
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update_shaders()
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