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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.
21 lines
999 B
GDScript
21 lines
999 B
GDScript
tool
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extends "res://addons/material_maker/node_base.gd"
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const WAVE_FCT = [ "wave_sin", "wave_triangle", "wave_square", "fract", "wave_constant" ]
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const MIX_FCT = [ "mix_multiply", "mix_add", "mix_max", "mix_min", "mix_xor", "mix_pow" ]
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func _ready():
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initialize_properties([ $HBoxContainer0/mix, $HBoxContainer1/x_wave, $HBoxContainer1/x_scale, $HBoxContainer2/y_wave, $HBoxContainer2/y_scale ])
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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) { uv *= vec2(%.9f, %.9f); return %s(%s(uv.x), %s(uv.y)); }\n" % [ name, parameters.x_scale, parameters.y_scale, MIX_FCT[parameters.mix], WAVE_FCT[parameters.x_wave], WAVE_FCT[parameters.y_wave] ]
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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 = name+"_"+str(variant_index)+"_f"
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return rv
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